Skaven – Warpfire Thrower

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6"
3
6+
4
WARSCROLL

Warpfire Thrower

The Warpfire Thrower is a truly horrific and highly unstable weapon that fires jetting sheets of sticky warpstone-infused oils. These ignite upon contact with air and burn furiously through flesh, stone, metal and bone.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpfire Thrower
Warpfire Thrower8"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rusty Knives
Rusty Knives1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: None
Base size: 60 x 35mm
Notes: Single

A Warpfire Thrower is manned by skaven armed with a Warpfire Thrower and Rusty Knives.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Gautfyre Skorch

Warpfire Thrower: This horrific weapon causes the target to be engulfed in searing gouts of warpfire.
Do not use the attack sequence for an attack made with a Warpfire Thrower. Instead, roll a dice for each model in the target unit that is within range. For each 4+, the target suffers 1 mortal wound.

More-more Warpfire!: A Warpfire Thrower’s crew can disable the weapon’s flow regulator, allowing it to unleash great, uncontrolled gouts of warpfire at the risk of immolating themselves.
Before you pick the target for an attack made with a Warpfire Thrower, you can say that the crew are disabling the flow regulator. If you do so, increase the Range characteristic to 12" for that attack and add 1 to the roll that determines if an enemy model suffers 1 mortal wound. However, for each unmodified 1, this unit suffers 1 mortal wound after all of its attacks have been resolved.

Hidden Weapon Team: Clans Skryre weapon teams often lurk unseen amidst large formations of Stormvermin and Clanrats, revealing themselves once they are close enough to use their weapons.
When you select this unit to be part of your army, you can pick 1 friendly CLANRATS or STORMVERMIN unit that has 10 or more models and is already part of your army to be the unit in which this unit is hiding. Record this information on a separate piece of paper. Do not set up this unit until it is revealed as described next. You can hide up to 1 WARPFIRE THROWER, RATLING GUN or DOOM-FLAYER unit in a CLANRATS or STORMVERMIN unit for every 10 models in that CLANRATS or STORMVERMIN unit. Hidden Weapon Team units are destroyed if the unit in which they are hiding is destroyed before they are revealed.

At the start of your shooting phase, you can reveal this hidden unit. If you do so, set up this unit wholly within 3" of the unit in which it was hiding and more than 3" from all enemy units. This unit can shoot in the phase in which it is revealed as long as the unit in which it was hiding did not run in the same turn (it could have retreated).

KEYWORDS
CHAOS, SKAVEN, CLANS SKRYRE, WEAPON TEAM, WARPFIRE THROWER
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.

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

Leader
None
Behemoth
Artillery
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
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.

The WEAPON TEAM keyword is used in the following Skaven warscrolls:

None
© Vyacheslav Maltsev 2013-2024