Skaven – Verminlord Deceiver

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WARSCROLL

Verminlord Deceiver

Abominations shrouded in darkness and dread, Verminlord Deceivers move like lightning and strike like death’s own blade. Leaping through the aether, they burst from the shadows in a whirlwind of murder before vanishing without trace.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doomstar
Doomstar13"D63+3+-12
Prehensile Tails
Prehensile Tails6"3+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpstiletto
Warpstiletto1"63+-32
DAMAGE TABLE
Wounds SufferedMovePrehensile TailsWarpstiletto
0-612"42+
7-810"32+
9-108"23+
11+6"14+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 380
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Verminlord Deceiver is armed with a Warpstiletto, Doomstar and Prehensile Tails.

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+.

Doomstar: A Doomstar is a triple-bladed throwing star of horrific size whose blades are sharp enough to cut reality itself. When hurled, it scythes down foes in a great circling arc before returning to the Verminlord’s waiting claws.
If the unmodified hit roll for an attack made by a Doomstar is 6, the target suffers 2 mortal wounds and the attack sequence ends (do not make a wound roll or save roll).

Lord of Assassins: The skulking warriors of the Clans Eshin will attack viciously at the command of a Verminlord Deceiver.
You can use this command ability when you pick a friendly CLANS ESHIN 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.

Shrouded in Darkness: Verminlord Deceivers are wreathed in shifting veils of unnatural shadow that obscure their monstrous forms.
This unit cannot be picked as the target of a shooting attack unless the attacking model is within 9" of this unit.

Dreaded Skitterleap: The Verminlord Deceiver or one of his minions vanishes in a puff of smoke, only to reappear elsewhere on the battlefield an eye-blink later.
Dreaded Skitterleap is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 friendly SKAVEN HERO with a Wounds characteristic of 13 or less within range and visible to the caster. Remove that HERO from the battlefield and set it up again on the battlefield more than 6" from all enemy units. That HERO cannot move in the following movement phase.

KEYWORDS
CHAOS, SKAVEN, DAEMON, CLANS ESHIN, HERO, MONSTER, TOTEM, WIZARD, VERMINLORD, VERMINLORD DECEIVER
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
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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).
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.
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 CLANS ESHIN keyword is used in the following Skaven warscrolls:

Leader, Behemoth
Leader
None
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