Skaven – Packmasters

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The Packmasters of the Clans Moulder ply their lashes and their snapping things-catchers to goad their war beasts into battle. Should the foe stray close, those same vicious weapons are readily turned upon them, too.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Herding Whip
Herding Whip3"14+4+-1
Rusty Blade
Rusty Blade1"24+4+-1

Unit Size: 3      Points: 60
Battlefield Role: None
Base size: 25mm

Each model in a Packmasters unit is armed with a Herding Whip and Rusty Blade. 1 in every 3 models can replace their Rusty Blade with a 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 bat tie 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.

Army List
Warscrolls collated

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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.

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


The CLANS MOULDER and PACK keywords are used in the following Skaven warscrolls:

© Vyacheslav Maltsev 2013-2024