Skaven – Deathmaster
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7"
5
4+
5
WARSCROLL

Deathmaster

Elite assassins and masters of murder, the Deathmasters of the Clans Eshin are so skilled as to seem supernatural in their abilities. Bursting from amidst the mass of skaven in a sudden whirling of blades and fangs, they slay their victims swiftly.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Eshin Throwing Stars
Eshin Throwing Stars12"44+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Weeping Blades
Weeping Blades1"33+3+-1D3
Fighting Claws
Fighting Claws1"73+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 115
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Slinktalon

DESCRIPTION

A Deathmaster is a single model armed with one of the following weapon options: Eshin Throwing Stars and Weeping Blades; or Eshin Throwing Stars and Fighting Claws.

ABILITIES

Hidden Killer: Deathmasters often hide themselves amidst the ranks of skaven regiments.
Instead of setting up this model on the battlefield, you can place it to one side and say that it is set up in hiding as a reserve unit. If you do so, at the start of a combat phase, you can set up this model within 1" of a friendly SKAVENTIDE unit that has 5 or more models and a Wounds characteristic of 1. If this model is not set up on the battlefield before the start of the fourth battle round, it is slain.

Running Death: Eshin warriors are trained in a unique fighting style that allows them to attack with incredible speed and dexterity.
This model can run and still shoot later in the same turn.

Throwing Stars: Eshin throwing stars are hurled at the foe in rapid volleys.
If the unmodified hit roll for an attack made with Eshin Throwing Stars is 6, that attack inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit.

KEYWORDS
CHAOS, SKAVEN, SKAVENTIDE, CLANS ESHIN, HERO, DEATHMASTER
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.
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.
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).

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

None
Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021