Skaven – Arch-Warlock
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6"
6
3+
6
WARSCROLL

Arch-Warlock

The Arch-Warlocks of the Clans Skryre are armour-clad killers whose warp-tech weapons and arcane ability have been the death of countless foes. Though they prefer to lead from the back, Arch-Warlocks are deadly in their own right.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stormcage Halberd
Stormcage Halberd2"13+3+-2D3
Piston Claw
Piston Claw1"14+3+-23
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 175
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Warpcog Convocation

DESCRIPTION

An Arch-Warlock is a single model armed with a Stormcage Halberd and Piston Claw.

ABILITIES

More-more Stormcage!: A stormcage halberd’s generator can be overloaded, if the wielder dares.
Before you make a hit roll for an attack with a Stormcage Halberd, you can say that the engineer has overloaded its generator. If you do so, the Damage characteristic for that attack is D6 instead of D3. However, if you do so and the unmodified hit roll is 1, that attack fails and this model suffers D6 mortal wounds.

Warpfire Gauntlet: In an emergency, this weapon can be used to spit a stream of warpfire at the foe.
Once per battle, in your shooting phase, you can pick 1 enemy unit within 8" of this model and visible to them, and roll a dice. On a 2+ that unit suffers D3 mortal wounds.

MAGIC

This model is a WIZARD. It can attempt to cast two spells in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Warp Lightning Storm spells.

Warp Lightning Storm: The Arch-Warlock summons a crackling tempest to kill-smite his foes.
Warp Lightning Storm has a casting value of 7. If successfully cast, pick up to D3 enemy units within 13" of the caster and visible to them. Those units each suffer D3 mortal wounds. Before making the casting roll, you can say that this model will use its warp-power accumulator to augment the spell. If you do so and the casting attempt is successful and not unbound, the spell inflicts D6 mortal wounds on each of those units instead of D3. However, if you do so and the casting attempt fails or is unbound, this model suffers D3xD6 mortal wounds.

KEYWORDS
CHAOS, SKAVEN, SKAVENTIDE, CLANS SKRYRE, HERO, WIZARD, WARLOCK ENGINEER, ARCH-WARLOCK
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.
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.
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.
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.
19.1.2 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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.
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.
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.
19.1.2 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:

None
Artillery
Leader
Behemoth

The WARLOCK ENGINEER keyword is used in the following Skaven warscrolls:

Leader
© Vyacheslav Maltsev 2013-2021