Skaven – Thanquol on Boneripper
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WARSCROLL

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
DAMAGE
Wounds SufferedMoveCrushing BlowsStaff of the Horned Rat
0-310"6+2
4-59"5+2
6-88"4+1
9-107"3+1
11+6"20
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 405
Battlefield Role: Leader, Behemoth
Base size: 90 x 52mm
Notes: Single, Unique

DESCRIPTION

Thanquol on Boneripper is a named character that is a single model. He is armed with the Staff of the Horned Rat.

MOUNT: Thanquol’s mount, Boneripper, is armed with a total of four warpfire weapons, which can be any combination of Warpfire Braziers and/or Warpfire Projectors. He also attacks with Crushing Blows.

ABILITIES

Protection of the Horned Rat: Thanquol has had more than his fair share of miraculous escapes. He attributes these to his own genius and wondrous good fortune, but in truth the Great Horned Rat keeps one eye on his antics and – on occasion – indulgently wards him from harm.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+ that wound or mortal wound is negated.

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 modifier shown on the damage table above to casting rolls for this model.

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.
In your hero phase, you can heal 1 wound allocated to this model.

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

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 X dice for each model in the target unit that is within 8" of this model, where X is equal to the number of Warpfire Projectors this model is armed with. For each 4+ the target unit 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 in each of your hero phases, when this model attempts to cast a spell, you can say it will consume a warpstone token before you make the casting roll. If you do so, roll 3D6. This roll cannot be re-rolled or modified. If the 3D6 roll is 13, the spell is cast and cannot be unbound, and after the effects of the spell have been resolved this model suffers D6 mortal wounds. If the 3D6 roll was not 13, remove 1 dice of your choice, and then use the remaining 2D6 as the casting roll.

MAGIC

Thanquol on Boneripper is a WIZARD. He can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Madness spells.

Madness: Thanquol twists the perception of a nearby foe so that they lash out at everyone around them, or even attack themselves.
Madness has a casting value of 8. If successfully cast, pick 1 enemy HERO within 3" of the caster and visible to them, and roll a number of dice equal to the combined value of the Attacks characteristics of all melee weapons that HERO is armed with. For each 5+ you can inflict 1 mortal wound on 1 enemy unit within 3" of that HERO (you can choose different units to suffer the mortal wounds if you wish).

COMMAND ABILITIES

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.
You can use this command ability at the start of your hero phase. If you do so, until your next hero phase, one friendly SKAVEN HERO other than this model can use the At the Double command ability without a command point being spent; another friendly SKAVEN HERO other than this model can use the Forward to Victory command ability without a command point being spent; and a third friendly SKAVEN HERO other than this model can use the Inspiring Presence command ability without a command point being spent.

KEYWORDS
CHAOS, SKAVEN, SKAVENTIDE, MASTERCLAN, MONSTER, HERO, WIZARD, GREY SEER, THANQUOL
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
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.
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.
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.
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 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.
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.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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 SKAVEN and HERO keywords are used in the following Skaven warscrolls:

Leader
Leader, Behemoth
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.

The MASTERCLAN keyword is used in the following Skaven warscrolls:

Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021