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 allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionVersionLast update
  Skaven
  SkavenBattletome31.0July 2022
  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:Do modifiers apply to charge rolls for a Hell Pit Abomination that has the ‘Lumbering Behemoth’ mutation?
A:
Yes.
Q:Do units that are set up hidden inside another unit e.g. Weapon Teams and Deathmasters count as being set up for the purposes of alternating deployment?
A:
No.
Q:If I use the ‘Warpstone Addiction’ or ‘Warpstone Tokens’ to roll 3D6 for a casting roll, and the 3D6 roll is not 13, can the 2D6 that I use as the casting roll be re-rolled or modified?
A:
No.
Q:Can you clarify the maximum range a melee weapon can have from the ‘Strength in Numbers’ battle trait?
A:
The maximum Range a melee weapon can ever have from ‘Strength in Numbers’ is 3". For example, a Plague Monks unit with Foetid Blades and Woe-staves has a Range characteristic of 2". With 10 models in the unit, the Range is increased to 3". The Range of its Foetid Blades and Woe-staves would remain at 3" even if that unit had 20 or 30 models.
Q:Can a unit of CLANRATS or Stormvermin that has a Weapon Team hiding inside of it join a Warp-Grinder that is set up in reserve?
A:
Yes.
Q:Can a Grey Seer on Screaming Bell be given a prayer scripture enhancement when it is treated as having the PRIEST keyword?
A:
No.
Q:If I use the Brass Orb to remove an enemy unit from the battlefield, what happens to that unit if my opponent cannot set it back up again wholly within their territory and more than 9" from all enemy units?
A:
The unit is destroyed.

Allies

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

Skaven Battle Traits

Lead from the Back

In skaven society, the rear of a formation is seen as a position of honour. This is so that a warlord can use their underlines as a living shield.

Subtract 1 from hit rolls for attacks made with melee weapons if the target is a friendly SKAVEN HERO that is not a MONSTER and is within 3" of any friendly SKAVEN units that have 3 or more models.

Scurry Away

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

In the combat phase, when you pick a friendly SKAVEN HERO that does not have a mount to fight, you can say that it will scurry away instead. If you do so, that HERO can retreat.

Strength in Numbers

When they gather in great numbers, skaven gain a kind of feral courage. Facing the onslaught of massed clawpacks is akin to being overcome by an avalanche of stabbing blades and gnashing fangs.

Add 1" to the range of melee weapons used by friendly SKAVEN units for every 10 models in the attacking unit (to a maximum of 3").

The Great Clans Battle Traits

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 their kin to do their bidding.

Roll a dice before you allocate a wound or mortal wound to a friendly MASTERCLAN HERO that is not a MONSTER, or instead of making a ward roll for a wound or mortal wound that would be allocated to a friendly MASTERCLAN HERO that is not a MONSTER, if that HERO is within 3" of any friendly SKAVEN units that have 3 or more models. On a 3+, that wound or mortal wound is allocated to 1 of those units instead of that HERO.

ALWAYS THREE CLAWSTEPS AHEAD

The Council of the Thirteen have found the Great Clans more biddable if their arrogant leaders believe the Masterclan to be at their beck and call, rather than the other way round.

You can only use this ability if you include 3 or more MASTERCLAN HEROES in your starting army.

After you pick a friendly SKAVEN unit to be your first unit to run in a phase and make a run roll for that unit, you can use that run roll in place of any other run rolls you make for friendly SKAVEN units until the end of that phase.

After you pick a friendly SKAVEN unit to be your first unit to attempt a charge in a phase and make a charge roll for that unit, you can use that unmodified charge roll in place of any other charge rolls you make for friendly SKAVEN units until the end of that phase.

After you pick a friendly SKAVEN unit to be your first unit to fight in a phase and make any pile-in moves for that unit, you can make pile-in moves for each other friendly SKAVEN unit on the battlefield that is within 3" of any enemy units.

Designer’s Note: This ability does not prevent a unit from making another pile-in move when it is picked to fight.

Clans 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, after determining who has the first turn but before the first turn begins, you can pick 1 HELL PIT ABOMINATION in your army to have a mutation from the table below. If you include 3 or more MASTER MOULDERS in your starting army, you can pick each HELL PIT ABOMINATION in your army to have a mutation instead of only 1.

The same HELL PIT ABOMINATION cannot have more than 1 mutation, and an army cannot include duplicates of the same mutation.

HELL PIT ABOMINATION only.
Toughened Sinews: The muscles and tendons of this hulking creature are unnaturally strong and tough.
This unit has a Wounds characteristic of 16 and a Save characteristic of 4+.
Lumbering Behemoth: This horrifying creation lumbers steadily towards the foe, letting nothing slow its pace.
This unit has a Move characteristic of 7". In addition, charge rolls for this unit are automatically a 7 (do not roll the dice).
Quivering Bulk: This bloated monstrosity can crush entire formations.
Add 1 to each roll you make for this unit’s Avalanche of Flesh ability.
Accelerated Regeneration: Any injuries this creature suffers heal with terrifying swiftness.
You can use this unit’s Regenerating Monstrosity ability in the enemy hero phase as well as in your hero phase.
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.
You can re-roll the dice when you use this unit’s Warpstone Spikes ability.
Backup Organs: This strain of abomination possesses an extra heart and brain, just in case.
You can re-roll the dice when you use this unit’s Too Horrible To Die ability.

Clans 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...

At the start of the first battle round, after determining who has the first turn but before the first turn begins, you can pick 1 enemy HERO on the battlefield. Add 1 to hit rolls and wound rolls for attacks made by friendly CLANS ESHIN units that target that HERO.

If you include 3 or more CLANS ESHIN HEROES in your starting army, add 1 to hit rolls and wound rolls for attacks made with melee weapons by friendly CLANS ESHIN units that target enemy HEROES.

Clans Verminus


MIGHTY WARLORDS

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

This is a heroic action that you can carry out with 1 friendly CLAWLORD instead of picking 1 from the table in the core rules. If you do so, pick 1 eligible Skaven command trait that this CLAWLORD does not already have and apply its effect to this unit until the end of this turn.

If you include 3 or more CLAWLORDS in your starting army, you can carry out this heroic action with each friendly CLAWLORD instead of just 1. The same command trait cannot be picked with this ability more than once in the same turn.

Clans Skryre


WARPSTONE SPARKS

These canisters of caged warp lightning are used to catalyse the flow of magic and improve the potency of skaven weapons. To use them comes with great risk, but the quick road to power is an irresistible lure for any skaven.

If you include any CLANS SKRYRE HEROES in your starting army, at the start of the battle, before either player starts deploying units, you can roll a D3 and add 3 to the roll. If you include 3 or more CLANS SKRYRE HEROES in your starting army, you can roll a D6 and add 3 to the roll instead. The result is the number of warpstone sparks you receive 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.
  • At the start of your shooting phase, pick 1 friendly CLANS SKRYRE HERO. Then pick up to 3 different friendly CLANS SKRYRE units 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, when you pick a friendly CLANS SKRYRE HERO to fight, you can say that they will use this warpstone spark ability. If you do so, add 1 to hit rolls and wound rolls for attacks made by 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.

Clans 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.

When you make a chanting roll for a friendly CLANS PESTILENS PRIEST, you can add 1 to that chanting roll for each other friendly CLANS PESTILENS PRIEST wholly within 13" of the chanter. In addition, if the 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 chanter. That unit is infected with the Bubonic Blightplague. If several enemy units are tied to be the closest, you can pick which is infected. The infected unit suffers 2D6 mortal wounds.

If the infected unit is destroyed by those mortal wounds, you can pick another enemy unit within 6" of the last model to be slain in the infected unit. That unit is now infected and suffers D6 mortal wounds. If that infected unit is likewise destroyed, you can pick another enemy unit within 6" of the last model to be slain. That unit is now infected and suffers D3 mortal wounds. Continue in this manner until either a unit is not destroyed or there are no other enemy units within 6" of a destroyed unit.

Crimsonweal Curse: If this Great Plague manifests, pick the nearest enemy unit within 13" of the chanter. That unit is infected with the Crimsonweal Curse for the rest of the battle. If several enemy units are tied to be the closest, you can pick which is infected. The infected unit suffers 1 mortal wound. In addition, at the start of each turn, the infected unit and each other enemy unit within 1" of the infected unit suffer 1 mortal wound.

Redmaw Plague: If this Great Plague manifests, pick the nearest enemy HERO within 13" of the chanter. That HERO is infected with the Redmaw Plague for the rest of the battle. If several enemy HEROES are tied to be the closest, you can pick which is infected. At the start of the combat phase, if the infected HERO is within 3" of any other units in your opponent’s army and is not within 3" of any units in your army, then you can treat that HERO as a friendly unit until the end of that combat phase.

The Neverplague: If this Great Plague manifests, you can re-roll chanting 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 chanter and roll a dice for each model in that unit. If several enemy units are tied to be the closest, you can pick which unit to roll dice for. For each 4+, that unit suffers 1 mortal wound.

Command Traits

Cunning Machinations

Devious Adversary

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

In the combat phase, if this general fights within 3" of an enemy unit that has not yet fought in that phase, add 2 to the Attacks characteristic of this general’s melee weapons until the end of that phase.

Supreme Manipulator

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

MASTERCLAN HERO only. If you carry out the Heroic Leadership heroic action (core rules, 7.1) with this general, you can re-roll the dice that determines whether you receive 1 command point.

Master of Magic

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

MASTERCLAN HERO only. You can re-roll casting, dispelling and unbinding rolls for this general.

Diabolical Schemer

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

MASTERCLAN HERO only. Roll a dice each time an enemy model issues a command within 13" of this general. On a 5+, that command is not received, the command point spent is lost and you receive 1 command point.

Cunning Mutator

This breeder does not hesitate to sacrifice their creations to save their own skin.

CLANS MOULDER HERO only. If this general is within 3" of another friendly CLANS MOULDER unit, before you allocate a wound or mortal wound to this general, or instead of making a ward roll for a wound or mortal wound that would be allocated to this general, you can roll a dice. On a 3+, that wound or mortal wound is allocated to that friendly unit instead of this general.

Moulder Supreme

The mutated creations of this Master Moulder are beyond compare.

CLANS MOULDER HERO only. Add 1 to hit rolls and wound rolls for attacks made by friendly FIGHTING BEAST units wholly within 13" of this general.

Hordemaster

The creatures created by this Master Moulder are numberless.

CLANS MOULDER HERO only. Once per battle, if this general is on the battlefield when a friendly PACK unit is destroyed, you can say that they will call more of their creatures to the fore. If you do so, roll a dice. On a 3+, a new replacement unit identical to the unit that was destroyed is added to your army. Set up that unit wholly within 13" of this general and more than 9" from all enemy units. A destroyed unit can only be replaced once - replacement units cannot themselves be replaced.

Unrivalled Killer

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

CLANS ESHIN HERO only. This general counts as 2 CLANS ESHIN HEROES for the purposes of the Masters of Murder battle trait.

Shadowmaster

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

CLANS ESHIN HERO only. This general cannot be picked as the target of attacks made with missile weapons while they are within 1" of a terrain feature.

Incredible Agility

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

CLANS ESHIN HERO only. This general can fly. In addition, you can carry out the Their Finest Hour heroic action (core rules, 7.1) with this general twice in the same battle instead of once.

Verminus Valour

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

CLANS VERMINUS HERO only. If this general is within 3" of another friendly SKAVEN unit, before you allocate a wound or mortal wound to this general, or instead of making a ward roll for a wound or mortal wound that would be allocated to this general, you can roll a dice. On a 3+, that wound or mortal wound is allocated to that friendly unit instead of this general.

Savage Overlord

This warlord punishes their minions’ transgressions with savage brutality.

CLANS VERMINUS HERO only. If a friendly SKAVEN unit within 3" of this general fails a battleshock test, you can say that they will restore order with savage brutality. If you do so, that unit has not failed that battleshock test, but it suffers D3 mortal wounds.

Powerful Alpha

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

CLANS VERMINUS HERO only. The first 2 wounds or mortal wounds caused to this general in each phase are negated.

Overseer of Destruction

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

CLANS SKRYRE HERO only. If a friendly unit within 13" of this general that is hiding a WEAPON TEAM is destroyed, the hidden WEAPON TEAM is not destroyed. Instead, before removing the last slain model in the destroyed unit from play, you can set up the hidden WEAPON TEAM wholly within 3" of that model and more than 3" from all enemy units.

Masterful Scavenger

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

CLANS SKRYRE HERO only. Add 2 to the number of warpstone sparks you can use during a battle if your army includes this general.

Deranged Inventor

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

CLANS SKRYRE HERO only. At the start of your shooting phase, you can pick 1 friendly CLANS SKRYRE unit wholly within 13" of this general. Add 1 to hit rolls for attacks made with missile weapons by that unit until the end of that phase.

Master of Rot and Ruin

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

CLANS PESTILENS HERO only. Add 1 to chanting rolls for this general.

Architect of Death

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

CLANS PESTILENS HERO only. Add 1 to the Damage characteristic of missile weapons used by friendly PLAGUECLAW units wholly within 18" of this general.

Ridden with Poxes

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

CLANS PESTILENS HERO only. At the end of the combat phase, roll a dice if this general is within 3" of any enemy units. On a 4+, each enemy unit within 3" of this general suffers D3 mortal wounds.


Artefacts of Power

Relics of Ruin

The Gnawshard

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

MASTERCLAN HERO only. Pick 1 of the bearer’s melee weapons. If any wounds caused by attacks made with that weapon are allocated to an enemy unit, that unit suffers 1 mortal wound at the end of each turn (even if those wounds are subsequently healed).

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.

MASTERCLAN HERO only. Once per turn, in your hero phase, you can pick 1 other friendly SKAVEN 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.

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.

MASTERCLAN HERO only. Subtract 1 from casting rolls for enemy WIZARDS within 13" of the bearer. In addition, once per battle, in your hero phase, when a friendly unit attempts to dispel an endless spell that is within 13" of the bearer, that endless spell is automatically dispelled (do not make a dispelling roll).

Lash of Fangs

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

CLANS MOULDER HERO only. Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack causes D3 mortal wounds to the target in addition to any damage it inflicts.

Rabid Crown

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

CLANS MOULDER HERO only. Add 1 to hit rolls for attacks made by friendly CLANS MOULDER FIGHTING BEAST and CLANS MOULDER PACK units wholly within 13" of the bearer.

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.

CLANS MOULDER HERO only. The bearer has a Wounds characteristic of 10. In addition, at the start of your hero phase, you can heal 1 wound allocated to the bearer.

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.

CLANS ESHIN HERO only. Once per battle, at the start of the combat phase, you can say that the bearer will use this artefact. If you do so, the strike-first effect applies to the bearer until your next hero phase.

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.

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

Gnawbomb

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

CLANS ESHIN HERO only. 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 any other scenery rules that it may have.

Shield of Distraction

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

CLANS VERMINUS HERO only. The bearer cannot be picked as the target of a combat attack by more than 1 unit per phase.

Rustcursed Armour

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

CLANS VERMINUS HERO only. Add 1 to save rolls for attacks that target the bearer. In addition, at the start of your combat phase, you can pick 1 enemy HERO that has an artefact of power within 3" of the bearer and roll 2D6. If the roll is greater than that HERO’s Bravery characteristic, that HERO no longer bears that artefact of power (if a weapon was picked when the artefact of power was given to that HERO, that weapon reverts to normal).

Warpstone Charm

This foul talisman radiates mutating energy that reduces the foe and, eventually, the wearer to heaving heaps of twisted flesh and fur.

CLANS VERMINUS HERO only. Subtract 1 from save rolls for enemy units within 3" of the bearer. At the start of your hero phase, roll a dice. On a 1, the bearer suffers D3 mortal wounds.

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.

CLANS SKRYRE HERO only. 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 carry out 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.

Vial of the Fulminator

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

CLANS SKRYRE HERO only. At the start of your movement phase, you can pick 1 friendly CLANS SKRYRE WAR MACHINE within 6" 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 1, that unit suffers D3 mortal wounds.

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.

CLANS SKRYRE HERO only. Once per battle, at the start of your hero phase, you can pick 1 enemy unit within 6" of the bearer and roll a dice. On a 3+, remove that unit from the battlefield. At the end of that turn, your opponent must set up that unit again on the battlefield, wholly within their territory and more than 9" from all enemy units.

Blade of Corruption

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

CLANS PESTILENS HERO only. Pick 1 of the bearer’s melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, that weapon has a Rend characteristic of -3 and a Damage characteristic of 6 for that attack.

The Fumigatous

Should a name be spoken while this ornate censer is being swung, the cloud of pungent toxins surrounding it will coalesce and seek out the one who possesses that name.

CLANS PESTILENS HERO only. At the start of the combat phase, you can pick 1 enemy unit within 3" of the bearer and roll a dice. On a 1-2, nothing happens. On a 3-4, that unit suffers D3 mortal wounds. On a 5-6, that unit suffers D6 mortal wounds.

Blistrevous, the Living Cyst

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

CLANS PESTILENS HERO only. The strike-first effect applies to the bearer if it made a charge move in the same turn. Starting from the second battle round, at the start of your hero phase, you must transfer this artefact to another friendly CLANS PESTILENS HERO on the battlefield if it is possible to do so, even if that HERO already has an artefact of power.


Spell Lores

Lore of Ruin

GREY SEER (including Unique units) only.

Scorch

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

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

Skitterleap

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

Skitterleap is a spell that has a casting value of 6 and a range of 13". If successfully cast, pick 1 friendly SKAVEN HERO with a Wounds characteristic of 13 or less within range and visible to the caster. Remove that HERO from the battlefield and set it up again on the battlefield more than 9" from all enemy units. That HERO cannot move in the following movement phase.

Death Frenzy

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

Death Frenzy is a spell that has a casting value of 7 and a range of 13". If successfully cast, pick 1 friendly SKAVEN unit that is not a HERO within range and visible to the caster. Until your next hero phase, if any models in that unit are slain, those models can fight before they are removed from play.


Lore of Warpvolt Galvanism

CLANS SKRYRE WIZARD only.

More-more-more Warp Power!

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

More-more-more Warp Power! is a spell that has a casting value of 7 and a range of 13". If successfully cast, pick 1 friendly CLANS SKRYRE unit wholly within range and visible to the caster. Add 1 to hit rolls and wound rolls for attacks made by that unit until your next hero phase. However, that unit suffers D3 mortal wounds at the end of your next hero phase.

Chain Warp Lightning

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

Chain Warp Lightning is a spell that has a casting value of 7 and a range of 13". If successfully cast, each unit within range suffers 1 mortal wound.

Warp Lightning Shield

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

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


Prayer Scriptures

Noxious Prayers

CLANS PESTILENS PRIEST only.

Disease-disease!

The priest screeches with glowing green eyes as a torrent of bile sweeps over their foe.

Disease-disease! is a prayer that has an answer value of 3 and a range of 13". If answered, pick 1 enemy unit within range and visible to the chanter and roll a dice for each model in that unit. For each 5+, that unit suffers 1 mortal wound. This prayer has no effect on NURGLE units.

Filth-filth!

The plague-god heeds the call of this priest to encrust the weapons of their minions with irresistible contagions.

Filth-filth! is a prayer that has an answer value of 3 and a range of 13". If answered, pick 1 friendly CLANS PESTILENS unit within range and visible to the chanter. Add 1 to wound rolls for attacks made by that unit until your next hero phase.

Rabid-rabid!

The priest snarls and invokes a dense cloud of toxins that sends their followers into a frenzy.

Rabid-rabid! is a prayer that has an answer value of 3 and a range of 13". If answered, pick 1 friendly CLANS PESTILENS unit within range and visible to the chanter. Add 1 to the Attacks characteristic of melee weapons used by that unit until your next hero phase.


PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Skaven army.

Master Plans of the Great Horned Rat

The Great Horned Rat is an icon of anarchy - and a terrifyingly ambitious one at that. There is no scheme too treacherous or ploy too disgraceful for this paranoid abomination. With teeming masses of skaven to carry out his every command, it is no surprise that the power and reach of the skaven empire continues to expand at a shocking rate.

After deployment but before the first battle round begins, you can pick 1 of the master plans in the table below for your army to carry out during the battle.

If you successfully carry out the master plan you picked, do not make injury rolls or casualty rolls for friendly SKAVEN units during step 2 of the aftermath sequence of that battle. This represents the Great Horned Rat sending waves of reinforcements to your clan and invigorating your champions to do more of his bidding.

MASTER PLANS OF THE GREAT HORNED RAT
Onslaught of Ruin: The Horned Rat desires that the Masterclan obliterate his enemies in a storm of corrupting magic.
This master plan is carried out if 13 or more spells are successfully cast by friendly MASTERCLAN WIZARDS during this battle.
Grotesque Experiments: The Horned Rat desires that the Clans Moulder test the unnatural resilience of their fleshcrafted horrors.
This master plan is carried out if 3 or more destroyed friendly CLANS MOULDER PACK units are replaced during this battle.
Marked For Death: The Horned Rat wishes for the enemy’s greatest champions to fall to the blades of his scurrying assassins.
This master plan is carried out if 3 or more enemy HEROES were slain by attacks made by friendly CLANS ESHIN HEROES during this battle.
The Endless Vermintide: The Horned Rat wants the skaven of Clans Verminus to drown their foes in a tide of unwashed fur.
This master plan is carried out if there are 1 or more friendly CLANRATS or STORMVERMIN units wholly within each quarter of the battlefield when the battle ends.
Murderous Ambush: The Horned Rat wishes to feel the panic of the foe as they are met with a sudden and withering hail of warpfire and bullets.
This master plan is carried out if 4 or more WEAPON TEAM units begin this battle hidden and all of those Weapon Team units are revealed in the same turn.
Disciples of Disease: The Horned Rat wants to see this opponent meet a hideous end, sodden with disease and pestilence.
This master plan is carried out if 10 or more prayers chanted by friendly CLANS PESTILENS PRIESTS are answered during this battle.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Lords from Beyond the Veil

Verminlords are the undisputed rulers of the skaven war-swarms, and they inspire the teeming masses with acts of hideous brutality and conniving cruelty.
Pick 1 VERMINLORD in your army that does not have a command trait enhancement, and pick 1 command trait for which it is eligible. Note these down in your quest log.

At the end of a Path to Glory battle, you complete this quest if that VERMINLORD destroyed any enemy units during the battle.

When you complete this quest, you can add the command trait you picked to your vault but it can only be given to the unit you picked when you embarked on this quest (note down the name of the unit next to the command trait). If that unit is removed from your order of battle, then remove the command trait from your vault too.

QUEST

Ceaseless Assaults

Skaven sieges and assaults begin with the emergence of gaping gnawholes across the battlefield, from which hordes of screeching ratmen soon emerge.
Write down that you are undertaking this quest in the Quest Reward section of your quest log.

At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a minor victory and add 3 quest points if you won a major victory.

Once you have gained 3 or more quest points, you can fight Path to Glory battles using the ‘Tides of Vermin’ battleplan. If you win a minor victory or major victory in that battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan.

QUEST

Unstoppable Vermintide

The Great Horned Rat wishes not simply to defeat his enemies but to obliterate them entirely, so that none but the skaven remain.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and there were at least 3 friendly SKAVEN units on the battlefield at the end of the battle.

When you complete this quest, you can pick 2 master plans to carry out in the next Path to Glory battle instead of 1.

QUEST

Aggressive Expansion

The skaven are never content with a single victory, for their cruel deity requires an endless stream of conquests.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and control 6 or more territories.

When you complete this quest, in the next Path to Glory battle you fight against an opponent using a Path to Glory army, you can include 1 additional Unique SKAVEN Leader in your army without paying the points cost, as long as every Leader unit in your army has the SKAVEN keyword.

Veteran Abilities

Each time a SKAVEN unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

SKAVEN VETERAN ABILITIES
Incredible Agility: These skaven move with almost supernatural swiftness, leaping high over the heads of their foes and scrambling up sheer surfaces with ease.
This unit can use this veteran ability once per battle, at the start of your movement phase. This unit can fly until the end of that turn.
Moulder Flesh-grafts: These skaven have been experimented on by the most deranged fleshcrafters of the Clans Moulder, granting them an unnatural resilience.
This unit can use this veteran ability once per battle, at the start of the combat phase. The first 2 wounds or mortal wounds caused to this unit in that phase are negated.
Crafty Provisioners: These ratmen have been granted (or have stolen) a supply of stinking Skavenbrew and use it to induce furious rages when needs must.
This unit can use this veteran ability once per battle, in your hero phase. When it does so, this unit suffers D3 mortal wounds, but you can add 1 to the Attacks characteristic of melee weapons used by this unit until your next hero phase.
Eshin Poisons: The blades borne by these skaven have been doused in the most lethal concoctions of the Clans Eshin, and a single cut from their keen edges can cause the most agonising of deaths.
This unit can use this veteran ability once per battle, at the start of the combat phase. When it does so, until the end of that phase, if the unmodified wound roll for an attack made with a melee weapon by this unit is 6, that weapon has a Rend characteristic of -3 and a Damage characteristic of 3 for that attack.
Skryre Prototypes: The fell contraptions wielded by these ratmen were created by the Clans Skryre’s most ingenious weaponsmiths, and they cut a murderous swathe through the enemy’s ranks.
This unit can use this veteran ability once per battle, at the start of your shooting phase. When it does so, pick 1 friendly SKAVEN unit wholly within 13" of this unit. Add 1 to hit rolls for attacks made with missile weapons by that unit until the end of that phase.
Decaying Shrouds: Those who draw too close to these disease-infested ratmen are consumed by infection.
This unit can use this veteran ability once per battle, at the end of the combat phase, if it is within 3" of any enemy units. When it does so, roll a dice. On a 4+, each enemy unit within 3" of this unit suffers D3 mortal wounds.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the core rules that corresponds to a roll of 21-42. Some of these territories allow you to send a unit to them. A unit cannot be sent to more than 1 territory in each aftermath sequence, and any such units cannot be picked for the ‘Borderlands’ territory in the Core Book.

SKAVEN TERRITORIES (D66)
61 COLLAPSED GNAWHOLE
I told-told you it was too much!
This territory cannot be controlled.

62 PROMISING ROUTE
Your tunnelling crews have somehow bored a direct route to a key region.
This territory cannot be controlled. You can pick a different territory from this table as the result of this exploration roll.

63 UNDER-WARREN
Your drill teams have established a network of tunnels and burrows beneath this region, allowing for multiple strikes from the shadows.
This territory has no effect until it is upgraded.
[Upgrade 10GP] Cunning Ambush: During deployment in a Path to Glory battle, if you can set up reserve units, you can place 1 friendly SKAVEN unit to one side and say that it is set up in the underwarren as a reserve unit. If you do so, at the end of your movement phase, you can set up that unit on the battlefield, wholly within 6" of the battlefield edge and more than 7" from all enemy units.

64 GNAWHOLE NEXUS
This gnawhole is connected to several others in the same location, offering intriguing opportunities.
You can never have more than 1 territory of this type. This territory has no effect until it is upgraded.
[Upgrade 10GP] Sudden Assault: During deployment in a Path to Glory battle, instead of setting up a SKAVEN unit on the battlefield, you can place it to one side and say that it is set up in the gnawhole nexus as a reserve unit. You can set up 1 unit in the gnawhole nexus for each SKAVEN unit you have set up on the battlefield. At the end of your movement phase, you can set up 1 or more of the reserve units in the gnawhole nexus on the battlefield, wholly within 13" of a friendly Gnawhole faction terrain feature and more than 9" from all enemy units.

65 WARPSTONE QUARRY
This vast deposit of precious warpstone will fuel your relentless expansion and swell your power.
You can never have more than 1 territory of this type. Each time you upgrade a territory, reduce the cost in glory points by D3 (to a minimum of 0).
[Upgrade 10GP] Warp-powered Expansion: In addition, you can make 2 exploration rolls in the aftermath sequence of that battle instead of 1.

66 STATUE OF ENTROPY
Erected in honour of the Horned Rat, this foul monument radiates an aura of entropy that weakens nearby foes.
You can never have more than 1 territory of this type. This territory has no effect until it is upgraded.
[Upgrade 20GP] Entropic Aura: Subtract 1 from wound rolls for attacks made by enemy units in the first battle round of a Path to Glory battle.

Battleplan

Tides of Vermin

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.

QUEST BATTLEPLAN
You can use this battleplan if one player is using a Skaven army, has embarked on the ‘Ceaseless Assaults’ quest and has earned 3 or more quest points. Use the Path to Glory battlepack.

THE ARMIES
The player embarked on the ‘Ceaseless Assaults’ quest is the Skaven player and their opponent is the defender. The Skaven player must use a Skaven army.

THE BATTLEFIELD
The defender sets up the battlefield. First, they must place 1 objective marker in the location shown on the map.

FACTION TERRAIN
The defender can set up a faction terrain feature.

DEPLOYMENT
The defender sets up their army first, wholly within their territory. All of the units in the Skaven army are set up in hidden gnawholes as reserve units. They must be set up on the battlefield during the battle using the Vermintide Assault rule below.

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

VERMINTIDE ASSAULT
At the start of their first hero phase, the Skaven player must decide where their hidden gnawholes will be located. To do so, they must set up 3 Gnawhole faction terrain features on the battlefield, more than 18" from all other Gnawhole faction terrain features and more than 9" from enemy territory. Then, the Skaven player must set up all of the units in their army, wholly within 13" of any Gnawhole faction terrain features and more than 9" from all enemy units.

CAUGHT OFF GUARD
In the first battle round, the defender must spend 2 command points instead of 1 if they wish to issue the Redeploy, All-out Defence and Unleash Hell commands.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The player who controls the objective at the end of the battle wins a major victory. If neither player controls the objective at the end of the battle, the battle is a draw.

BONUS RENOWN
At the end of the battle, each SKAVEN unit on the battlefield gains 1 extra renown point.


MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

ORDERS FROM THE COUNCIL
Skaven army only.

Shapers of Beast-flesh: When the battle ends, you complete this grand strategy if there are 3 or more friendly MASTERCLAN or CLANS MOULDER HEROES from your starting army on the battlefield.
Masters of Execution: When the battle ends, you complete this grand strategy if there are 3 or more friendly MASTERCLAN or CLANS ESHIN HEROES from your starting army on the battlefield.
Clawmasters: When the battle ends, you complete this grand strategy if there are 3 or more friendly MASTERCLAN or CLANS VERMINUS HEROES from your starting army on the battlefield.
Warpstone Weaponmasters: When the battle ends, you complete this grand strategy if there are 3 or more friendly MASTERCLAN or CLANS SKRYRE HEROES from your starting army on the battlefield.
Arch-corruptors of the Mortal Realms: When the battle ends, you complete this grand strategy if there are 3 or more friendly MASTERCLAN or CLANS PESTILENS HEROES from your starting army on the battlefield.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

PLOTS, SCHEMES AND MISDIRECTIONS
Skaven army only.

Restore the Beast: Pick 1 friendly RAT OGOR unit on the battlefield that has 3 or more wounds allocated to it. You complete this tactic if that RAT OGOR unit has 0 wounds allocated to it at the end of this turn.
Deathmark: Pick 1 enemy HERO on the battlefield that has a Wounds characteristic of 10 or more and that has 0 wounds allocated to it. You complete this tactic if that HERO is slain in this turn by attacks made by friendly CLANS ESHIN units.
Fire-fire! More-more!: Pick 1 enemy MONSTER on the battlefield. You complete this tactic if that unit is destroyed in this turn by attacks made with missile weapons by friendly CLANS SKRYRE units.
Crescendo of the Diseased Choir: You complete this tactic if 3 or more prayers chanted by different friendly CLANS PESTILENS PRIESTS are answered in this turn.
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.
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.
Alternating Deployment
If a battleplan says that the players use alternating deployment, then the players alternate setting 1 unit at a time. The players continue to set up their units until both armies have been set up. If one player finishes setting up their army first, their opponent must set up the rest of the units in their army, one after another.
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.

The CLANRATS keyword is used in the following Skaven warscrolls:

Battleline
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 PRIEST keyword is used in the following Skaven warscrolls:

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader
None
Artillery
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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.
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.
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.

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

Leader, Behemoth
Leader
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.
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.
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.

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

Behemoth

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

Leader

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

Leader, Behemoth
Leader
None

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

Leader, Behemoth
Leader

The CLAWLORD keyword is used in the following Skaven warscrolls:

Leader

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
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.

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

Leader
None
Behemoth
Artillery
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, Behemoth
Leader
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 HERO keywords are used in the following Skaven warscrolls:

Leader

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

Leader
None
Behemoth

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

None
Behemoth

The PACK keyword is used in the following Skaven warscrolls:

None
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.

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

Leader, Behemoth
Leader
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 CLANS PESTILENS and HERO keywords are used in the following Skaven warscrolls:

Leader, Behemoth
Leader

The PLAGUECLAW keyword is used in the following Skaven warscrolls:

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

None
Behemoth

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

None
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.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).

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

Behemoth
Artillery

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader

The STORMVERMIN keyword is used in the following Skaven warscrolls:

Battleline

The VERMINLORD keyword is used in the following Skaven warscrolls:

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.
Redeploy
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
Starting Armies
Several grand strategies and battle tactics refer to a player’s starting army. A player’s starting army is made up of the units in the army that were set up before the first battle round, including any reserve units. Units that are added to a player’s army after the battle has begun are not included, and neither are units that have been destroyed and subsequently returned to play.

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

None
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2022