Skaven – Verminlord Warpseer
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13
4+
10
WARSCROLL

Verminlord Warpseer

A Verminlord Warpseer is a twisted master of the arcane arts, a rat-daemon possessed of sorcerous knowledge fit to drive mortal minds to madness and the power to unleash screaming maelstroms torn directly from the Realm of Chaos.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Prehensile Tails
Prehensile Tails6" 3+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doom Glaive
Doom Glaive3"63+-22
DAMAGE
Wounds SufferedMovePrehensile TailsDoom Glaive
0-612"42+
7-810"32+
9-108"23+
11+6"14+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 360
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Verminlord Warpseer is armed with a Doom Glaive 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+.

Forth-forth, Children of the Horned Rat!: Verminlord Warpseers are arch-schemers who take command of skaven swarms to further their labyrinthine plots.
Friendly SKAVEN units wholly within 13" of this unit have a Bravery characteristic of 10.

The Great Manipulators: A Warpseer’s mind boils with plans and intrigues, labyrinthine schemes overlaying and entangling one another into deranged infinity.
This unit counts as 2 MASTERCLAN HEROES for the purposes of the Always Three Clawsteps Ahead battle trait.

Scry-orb: Conjured out of nothingness, these swirling orbs can show the Warpseer glimpses of the future or be hurled into the enemy’s midst to explode in shattering clouds of madness.
Add 1 to save rolls for attacks that target this unit. In addition, once per battle, in your shooting phase, you can pick 1 enemy unit within 13" of this unit and visible to them. That unit suffers D6 mortal wounds, but you cannot use this ability to add 1 to save rolls for attacks that target this unit for the rest of the battle.

Dreaded Warpgale: Screeching dark words in an unholy tongue, the Warpseer parts the veil of reality and draws a ravening gale of unnatural energies forth. The skies darken, clouds of glowing madness spill across the heavens, and bolts of warp lightning lash down to blast the rat-daemon’s enemies into oblivion.
Dreaded Warpgale is a spell that has a casting value of 8 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D6 mortal wounds. In addition, run rolls and charge rolls for that unit are halved until your next hero phase, and if that unit can fly, it also cannot fly until your next hero phase.

KEYWORDS
CHAOS, SKAVEN, DAEMON, MASTERCLAN, HERO, MONSTER, TOTEM, WIZARD, VERMINLORD, VERMINLORD WARPSEER
Army List
Warscrolls collated
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.
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.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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.

The MASTERCLAN keyword is used in the following Skaven warscrolls:

Leader, Behemoth
Leader

The TOTEM keyword is used in the following Skaven warscrolls:

Leader, Behemoth

The DAEMON keyword is used in the following Skaven warscrolls:

Leader, Behemoth

The VERMINLORD keyword is used in the following Skaven warscrolls:

Leader, Behemoth

The MASTERCLAN and HERO keywords are used in the following Skaven warscrolls:

Leader, Behemoth
Leader
© Vyacheslav Maltsev 2013-2022