Skaven – Verminlord Warbringer

This warscroll does not meet the selection criteria (see Settings tab).
13
4+
10
WARSCROLL

Verminlord Warbringer

Verminlord Warbringers are toweringly arrogant monstrosities whose every instinct screams for conquest at any price and whose martial skill is preternatural. None can long stand against them before being reduced to gory trophies.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Prehensile Tails
Prehensile Tails6"3+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doom Glaive
Doom Glaive3"63+3+-22
Spike-fist
Spike-fist1"22+-23
DAMAGE TABLE
Wounds SufferedMovePrehensile TailsSpike-fist
0-612"42+
7-810"32+
9-108"23+
11+6"14+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 370
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Verminlord Warbringer is armed with a Doom Glaive, Spike-fist 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+.

Amidst the Seething Tide: Warbringers draw strength from being immersed in a scrabbling tide of Verminus worshippers.
You can re-roll wound rolls for attacks made by this unit while it is within 13" of 3 or more friendly SKAVEN units.

Fist of Verminus Supremacy: Warbringers drive their spike-fists into their enemy’s weak spots, exploiting the slightest gap in their foe’s defences to deliver a bloody coup de grace.
If the unmodified hit roll for an attack made with a Spike-fist is 6, the Damage characteristic for that attack is 6 instead of 3.

Tyrant of Battle: The fierce warriors of the Clans Verminus will attack with terrible vigour at the command of a Verminlord Warbringer.
You can use this command ability when you pick a friendly CLANS VERMINUS 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 Death Frenzy: With a snarled invocation of goading, the Warbringer triggers the black hunger in its underlings, driving them into a froth-jawed murder frenzy.
Dreaded Death Frenzy is a spell that has a casting value of 7 and a range of 13". If successfully cast, pick up to D3 friendly SKAVEN units wholly within range and visible to the caster. Until your next hero phase, if any models in that unit are slain, those models can fight before they are removed from play.

KEYWORDS
CHAOS, SKAVEN, DAEMON, CLANS VERMINUS, HERO, MONSTER, TOTEM, WIZARD, VERMINLORD, VERMINLORD WARBRINGER
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!
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).

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

Leader, Behemoth
Leader
Battleline
None
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