Skaven – Stormfiends
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6"
6
4+
6
WARSCROLL

Stormfiends

Stormfiends are monstrous fusions of vat-bred Rat Ogors and Skryre contraptions. They are the lumbering shock-troops of the Clans Skryre, and can sweep away entire enemy units in a heartbeat with their vicious wonder-weapons.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ratling Cannons
Ratling Cannons12"3D64+3+-11
Windlaunchers
Windlaunchers24"34+4+-3D3
Warpfire Projectors
Warpfire Projectors8"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doomflayer Gauntlets
Doomflayer Gauntlets1"2D33+3+-2D3
Grinderfists
Grinderfists1"44+3+-22
Shock Gauntlets
Shock Gauntlets1"44+3+-12
Clubbing Blows
Clubbing Blows1"44+3+-2
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 315
Battlefield Role: None
Base size: 60mm
Notes: Battleline if general is MASTERCLAN or CLANS SKRYRE and all other units are CLANS SKRYRE

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Warpcog Convocation
 • Rattachak’s Doom-coven

DESCRIPTION

A unit of Stormfiends has any number of models. Up to one third of the models in the unit (rounding up) can be armed with one of the following weapon options: Warpfire Projectors and Clubbing Blows; or Windlaunchers and Clubbing Blows.

Up to one third of the models in the unit (rounding up) can be armed with one of the following weapon options: Grinderfists; or Ratling Cannons and Clubbing Blows.

Up to one third of the models in the unit (rounding up) can be armed with one of the following weapon options: Doomflayer Gauntlets and Warpstone-laced Armour; or Shock Gauntlets and Warpstone-laced Armour.

ABILITIES

Doomflayer Gauntlets: Whirling gyroscopic gears make doomflayer gauntlets especially deadly when the bearer charges at a foe.
Add 1 to hit rolls for attacks made with Doomflayer Gauntlets if the attacking model made a charge move in the same turn.

Grinderfist Tunnellers: Grinderfists can be used to create underground tunnels.
If a unit includes any models equipped with Grinderfists, instead of setting up that unit on the battlefield, you can place it to one side and say that it is set up underground as a reserve unit.

At the end of each of your movement phases, roll a dice for each underground reserve unit. On a 1 or 2, that unit remains underground in reserve (roll for it again in your next movement phase). On a 3+ set up that unit on the battlefield more than 9" from any enemy units.

Any underground reserve units that are still underground and which fail to arrive at the end of your third movement phase suffer D6 mortal wounds. Any surviving models are then set up on the battlefield more than 9" from any enemy units.

Shock Gauntlets: Sometimes the electrical discharges created by a pair of shock gauntlets create a series of linked explosions.
If the unmodified hit roll for an attack made with Shock Gauntlets is 6, that attack inflicts D6 hits on that target instead of 1. Make a wound and save roll for each hit.

Warpfire Projectors: These horrific weapons engulf the target in searing gouts of warpfire.
Do not use the attack sequence for an attack made with Warpfire Projectors. Instead, roll a dice for each model in the target unit that is within 8" of the attacking model. For each 4+ the target unit suffers 1 mortal wound.

Warpstone-laced Armour: Stormfiends armed with doomflayer gauntlets or shock gauntlets are protected by heavy plates of warpstone-laced armour.
A model wearing Warpstone-laced Armour has a Wounds characteristic of 7 instead of 6.

Windlaunchers: The gas clouds unleashed by a windlauncher engulf even the largest enemy formations in choking poisonous fumes.
Add 1 to hit rolls for attacks made with Windlaunchers if the target has 10 or more models. In addition, Windlaunchers can target enemy units that are not visible to the attacking model.

KEYWORDS
CHAOS, SKAVEN, SKAVENTIDE, CLANS MOULDER, CLANS SKRYRE, STORMFIENDS

The MASTERCLAN keyword is used in the following Skaven warscrolls:

Leader
Leader, Behemoth

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

None
Artillery
Leader
Behemoth
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.
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.
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 MOULDER keyword is used in the following Skaven warscrolls:

None
Leader
Behemoth

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

None
Artillery
Leader
Behemoth
© Vyacheslav Maltsev 2013-2021