Skaven – Lord Skreech Verminking
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WARSCROLL

Lord Skreech Verminking

Malevolent and terrifying beyond words, this most ancient and monstrous of all the Verminlords is a blight upon reality. He can draw upon the masteries of all his anarchic species and wields the most dire sorceries in all skavendom.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Prehensile Tails
Prehensile Tails6"3+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doom Glaive
Doom Glaive3"63+3+-22
Plaguereaper
Plaguereaper1"3+3+-12
DAMAGE
Wounds SufferedMovePrehensile TailsPlaguereaper
0-612"48
7-810"37
9-108"26
11+6"15
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 425
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single, Unique

Lord Skreech Verminking is armed with a Doom Glaive, Plaguereaper and Prehensile Tails.

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

Protection of the Horned Rat: An eerie sense of watchfulness surrounds this being, and an unholy aura of warding protects them from harm.
This unit has a ward of 5+.

The Thirteen-headed One: Lord Verminking can call upon his knowledge of the shadowslinking of Eshin, the fleshcrafting of Moulder, the plaguebrewing of Pestilens, the warp-tech of Skryre, the warrior skill of Verminus or the arcane lore of the Masterclan.
At the start of your hero phase, pick 1 of the following areas of knowledge for this unit to draw upon. The effect of that area of knowledge applies to this unit until your next hero phase. You cannot pick the same area of knowledge more than once per battle.

Knowledge of the Arcane: Add 1 to casting, unbinding and dispelling rolls for this unit.

Knowledge of Fleshcrafting: When you pick this area of knowledge, heal D3 wounds allocated to this unit.

Knowledge of Plague-brewing: If the unmodified hit roll for an attack made with this unit’s Plaguereaper is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Knowledge of Shadowslinking: Subtract 1 from hit rolls for attacks that target this unit.

Knowledge of Warp-tech: This unit’s Doom Glaive has a Rend characteristic of -3 and a Damage characteristic of 3.

Knowledge of the Warrior: Add 1 to wound rolls for attacks made by this unit.

The Rat King: The warriors of the skaven fight with rabid fury at Lord Skreech’s command, in a futile attempt to curry his favour.
You can use this command ability when you pick a friendly SKAVEN unit to fight in the combat phase. That unit must receive the command. Add 1 to hit rolls and wound rolls for attacks made by that unit until the end of that phase.

The Dreaded Thirteenth Spell: With a sickening lurch, the fabric of reality is torn open by the twisting, mutating power of the Great Horned Rat.
The Dreaded Thirteenth Spell is a spell that has a casting value of 8 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster and roll 13 dice. For each 4+, that unit suffers 1 mortal wound.

You can then summon 1 unit of CLANRATS to the battlefield and add it to your army. The summoned unit can have up to 1 model for each mortal wound that was caused by this spell. The summoned unit must be set up wholly within range of the caster and more than 9" from all enemy units. The summoned unit cannot move in the following movement phase.

KEYWORDS
CHAOS, SKAVEN, DAEMON, MASTERCLAN, HERO, MONSTER, TOTEM, WIZARD, VERMINLORD, LORD SKREECH VERMINKING
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.
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).
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.
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.
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 CLANRATS keyword is used in the following Skaven warscrolls:

Battleline

The MASTERCLAN keyword is 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.

The TOTEM keyword is used in the following Skaven warscrolls:

Leader, Behemoth
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.

The DAEMON keyword is used in the following Skaven warscrolls:

Leader, Behemoth

The VERMINLORD keyword is used in the following Skaven warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2022