Skaven – Master Moulder

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Master Moulder

Master Moulders are twisted and cruel. Theirs are the deranged minds behind the creation of the Clans Moulders’ horrific war beasts, and at their command pack after pack of those foul fiends can be unleashed upon the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpstone-tipped Lash
Warpstone-tipped Lash3"63+4+-11

Unit Size: 1      Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Master Moulder is armed with 1 of the following weapon options: Warpstone-tipped Lash; or Things-catcher.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Fleshmeld Menagerie

Crack the Whip: Packmasters use their whips to drive their fighting beasts into a battle frenzy.
At the start of your movement phase, you can pick 1 friendly CLANS MOULDER PACK unit wholly within 13" of this unit. Until your next movement phase, you can add 3 to run rolls and charge rolls for that unit. In addition, until your next movement phase, add 1 to wound rolls for attacks made with melee weapons by that unit. The same unit cannot benefit from this ability more than once per turn.

Master Moulder: These burly commanders are the breeders, mutators and healers of Clans Moulder.
In your hero phase, you can pick 1 friendly CLANS MOULDER PACK unit within 3" of this unit. Heal D3 wounds allocated to that unit.

Unleash More-more Beasts!: A Master Moulder can order forth more packs of fighting beasts if the tide of battle starts to turn against them.
You can use this command ability if this unit is on the battlefield when a friendly CLANS MOULDER PACK unit is destroyed. If you do so, roll a dice. On a 3+, a new replacement unit identical to the one that was destroyed is added to your army. Set up that unit wholly within 12" of this unit and more than 9" from all enemy units. Each destroyed unit can only be replaced once - replacement units cannot themselves be replaced.

Army List
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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).
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. Units cannot run if they are within 3" of an enemy unit.
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.
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 keyword is used in the following Skaven warscrolls:

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 PACK keywords are used in the following Skaven warscrolls:

© Vyacheslav Maltsev 2013-2024