Skaven – Thanquol on Boneripper

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Thanquol on Boneripper

Grey Seer Thanquol is a paranoid megalomaniac with a warpstone addiction and a brain full of fevered schemes for greatness. Riding on the shoulders of his monstrous Rat Ogor, Boneripper, he unleashes sorcerous fury on all who stand in his way.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpfire Projectors
Warpfire Projectors8"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of the Horned Rat
Staff of the Horned Rat2"24+3+-1D3
Warpfire Braziers
Warpfire Braziers2"See below3+3+-23
Crushing Blows
Crushing Blows2"4+3+-12
Wounds SufferedMoveCrushing BlowsStaff of the Horned Rat

Unit Size: 1      Points: 400
Battlefield Role: Leader, Behemoth
Base size: 90 x 52mm
Notes: Single, Unique

Thanquol is armed with the Staff of the Horned Rat.

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

MOUNT: Boneripper is armed with Crushing Blows and four warpfire weapons, which can be any combination of Warpfire Braziers and/or Warpfire Projectors.

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

Power Behind the Throne: Thanquol manipulates all around him, letting others think they are in charge when in fact they are only carrying out his wishes.
Once per battle round, this unit can issue the same command up to 2 times in the same phase. If it does so, each command must be received by a friendly SKAVEN unit. No command point is spent the second time this unit issues that command in that phase.

Staff of the Horned Rat: Thanquol can draw on the magical energy stored in his staff to enhance the spells that he casts. Once, he viewed this as the blessings of the Horned One made manifest; now, he sees it simply as cunningly acquired power.
Add the Staff of the Horned Rat value shown on this unit’s damage table to casting, unbinding and dispelling rolls for this unit.

Warp-amulet: Thanquol wears a thrumming green warpstone amulet, the mutating magics of which serve to meld and rapidly heal his or Boneripper’s flesh if either of them is injured.
At the end of the combat phase, you can heal D3 wounds allocated to this unit.

Warpfire Braziers: These enormous, fumebelching wrecking balls allow Boneripper to crush the largest foes with ease.
The Attacks characteristic of Warpfire Braziers is equal to double the number of Warpfire Braziers with which this unit is armed.

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 x dice for each model in the target unit that is within range, where x is equal to the number of Warpfire Projectors with which this unit is armed. For each 4+, the target suffers 1 mortal wound.

Warpstone Addiction: Thanquol is addicted to warpstone and can consume it in quantities that would kill any other Grey Seer. This serves to supercharge his magics, though not without eroding his sanity and ravaging his scrawny frame.
Once per turn, in your hero phase, when this unit attempts to cast a spell, you can say that it will first consume a warpstone token. If you do so, roll 3D6. This roll cannot be re-rolled or modified.

If the 3D6 roll is 13, the spell is successfully cast and cannot be unbound; however, after the effects of the spell have been resolved, this unit suffers D6 mortal wounds.

If the 3D6 roll was not 13, remove 1 dice of your choice and use the remaining 2D6 as the casting roll.

Madness: Thanquol twists the perception of a nearby foe so that they lash out at everyone around them - or even attack themselves.
Madness is a spell that has a casting value of 8 and a range of 3". If successfully cast, pick 1 enemy HERO within range and visible to the caster and roll a number of dice equal to the combined value of the Attacks characteristics of all melee weapons with which that HERO is armed. For each 4+, you can pick 1 enemy unit within 3" of that HERO to suffer 1 mortal wound (you can pick different units to suffer the mortal wounds if you wish).

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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.
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 MASTERCLAN keyword is used in the following Skaven warscrolls:

Leader, Behemoth

The GREY SEER keyword is used in the following Skaven warscrolls:

Leader, Behemoth
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. 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, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.
© Vyacheslav Maltsev 2013-2024