Skaven – Arch-Warlock

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6"
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3+
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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"D34+3+-22
Piston Claw
Piston Claw1"14+3+-23
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 32mm
Notes: Single

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

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Arkhspark Voltik
 • Gascloud Chokelung
 • Gautfyre Skorch
 • Rattlegauge Warplock
 • Whyrlblade Threshik

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

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 9" of this unit and visible to it, and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

More-more Stormcage!: A stormcage halberd’s generator can be overloaded, if the wielder dares.
Before you make a hit roll for an attack made with a Stormcage Halberd, you can say that the engineer has overloaded its generator. If you do so, until the end of that phase, the Attacks characteristic of that weapon is D6 instead of D3. However, for each unmodified hit roll of 1 for an attack made with that weapon in that phase, this unit suffers D3 mortal wounds after all of its attacks have been resolved.

Warp Lightning Storm: The Arch-Warlock summons a crackling tempest to kill-smite his foes.
Warp Lightning Storm is a spell that has a casting value of 7 and a range of 13". If successfully cast, pick up to D3 different enemy units within range and visible to the caster. Those units each suffer D3 mortal wounds.

Alternatively, before making the casting roll, you can say that this unit will use its warp-power accumulator to augment the spell. If you do so, and the spell is successfully cast and not unbound, pick up to D3 different enemy units within range and visible to the caster. Those units each suffer D6 mortal wounds. However, if the spell is not successfully cast or is unbound, this unit suffers 2xD6 mortal wounds that cannot be negated.

KEYWORDS
CHAOS, SKAVEN, CLANS SKRYRE, HERO, WIZARD, 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.
Army List
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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 CLANS SKRYRE keyword is used in the following Skaven warscrolls:

Leader
None
Behemoth
Artillery
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.
© Vyacheslav Maltsev 2013-2024