Skaven – Stormfiends

This warscroll does not meet the selection criteria (see Settings tab).
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"3D63+3+-11
Windlaunchers
Windlaunchers24"34+3+-3D3
Warpfire Projectors
Warpfire Projectors8"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doomflayer Gauntlets
Doomflayer Gauntlets1"2D33+3+-2D3
Grinderfists
Grinderfists1"43+3+-22
Shock Gauntlets
Shock Gauntlets1"43+3+-12
Clubbing Blows
Clubbing Blows1"44+3+-2
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 310
Battlefield Role: None
Base size: 60mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS SKRYRE HERO you include in your army.

Up to one third of the models in a Stormfiends unit (rounding up) can be armed with 1 of the following weapon options: Warpfire Projectors and Clubbing Blows; or Windlaunchers and Clubbing Blows.

Up to one third of the models in a Stormfiends unit (rounding up) can be armed with 1 of the following weapon options: Grinderfists; or Ratling Cannons and Clubbing Blows.

Up to one third of the models in a Stormfiends unit (rounding up) can be armed with 1 of the following weapon options: Doomflayer Gauntlets and Warpstone-laced Armour; or Shock Gauntlets and Warpstone-laced Armour.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Gascloud Chokelung
 • Gautfyre Skorch
 • Rattlegauge Warplock
 • Whyrlblade Threshik
 • Rattachak’s Doom-coven

ELITE: Models in this unit can issue commands to their own unit.

Doom flayer Gauntlets: Whirling gyroscopic gears make doomflayer gauntlets especially deadly when the bearer charges at a foe.
Add 1 to the Attacks characteristic of 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 this unit includes any models armed with Grinderfists, instead of setting up this 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 your movement phase, you can set up this unit on the battlefield, more than 9" from all enemy units.

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

Warpfire Projectors: These horrific weapons cause the target to be engulfed 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 range. For each 4+, the target 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.
The target of an attack made with Windlaunchers does not have to be visible to the attacking model.

In addition, add 1 to wound rolls for attacks made with Windlaunchers if the target unit has 10 or more models.

KEYWORDS
CHAOS, SKAVEN, CLANS MOULDER, CLANS SKRYRE, STORMFIENDS
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
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.

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

Leader
None
Behemoth
Artillery
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).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
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:

Leader
None
Behemoth
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).
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.

The CLANS SKRYRE and HERO keywords are used in the following Skaven warscrolls:

Leader
© Vyacheslav Maltsev 2013-2024