Skaven – Verminlord Corruptor

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13
4+
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WARSCROLL

Verminlord Corruptor

Ancient and malevolent, this eldritch servant of the Horned Rat is corruption personified, and a single hissed syllable or flick of its sickle-blades can reduce the mightiest foes to a heap of putrid ooze in seconds.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Prehensile Tails
Prehensile Tails6"3+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plaguereapers
Plaguereapers1"3+3+-22
DAMAGE TABLE
Wounds SufferedMovePrehensile TailsPlaguereapers
0-612"42D6
7-810"33D3
9-108"2D6
11+6"1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 320
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Verminlord Corruptor is armed with Plaguereapers and Prehensile Tails.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Congregation of Filth
 • Foulrain Congregation
 • Plaguesmog Congregation

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

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

Plaguereapers: These sickle-like blades drip with the accumulated filth of a thousand diseased middens. The slightest nick or cut from them poisons the blood and reduces flesh to sloughing slime.
If the unmodified hit roll for an attack made with Plaguereapers is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Plaguemaster: A Verminlord Corruptor is utterly infested with hideous parasites that spill forth to bedevil its foes, even as its unholy miasma curdles their breath in their lungs and rots their bones from within.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this unit. On a 4+, that enemy unit suffers D3 mortal wounds.

Lord of Pestilence: The diseased warriors of the Clans Pestilens are driven into an even greater frenzy by the commands of a Verminlord Corruptor.
You can use this command ability when you pick a friendly CLANS PESTILENS unit to fight in the combat phase. That unit must receive the command. Add 1 to hit rolls and wound rolls for attacks made by that unit until the end of that phase.

Dreaded Plague: The Verminlord Corruptor vomits up the twisted syllables of a dread invocation, unleashing a horrific ensorcelled plague that spreads like wildfire through the enemy ranks and rapidly reduces its victims to split and seeping corpses.
Dreaded Plague is a spell that has a casting value of 7 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster and roll a dice for each model in that unit. For each 4+, that unit suffers 1 mortal wound.

KEYWORDS
CHAOS, SKAVEN, DAEMON, CLANS PESTILENS, NURGLE, HERO, MONSTER, TOTEM, WIZARD, VERMINLORD, VERMINLORD CORRUPTOR
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.

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

Leader, Behemoth
Leader
None
Artillery

The NURGLE keyword is used in the following Skaven warscrolls:

Leader, Behemoth
Leader
None
Behemoth
Artillery
Army List
Warscrolls collated

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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.
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).
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).
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.

The DAEMON keyword is used in the following Skaven warscrolls:

Leader, Behemoth

The VERMINLORD keyword is used in the following Skaven warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024