Skaven – Warpgnaw Verminlord
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Warpgnaw Verminlord

Warpgnaw Verminlords possess the unique ability to bore gnawholes through reality using their dark magic. Hated and envied in equal measure by their daemonic peers, these secretive beings lead skaven swarms to invade the realms wherever it suits their agendas.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Prehensile Tail
Prehensile Tail6"3+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wounds SufferedMovePrehensile TailGnaw-glaive

Unit Size: 1      Points: 275
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single


A Warpgnaw Verminlord is armed with a Prehensile Tail and Gnaw-glaive.

WIZARD: This model 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 model has a ward of 5+.

Realm Guide: The Warpgnaw Verminlords claim – and none have the courage to gainsay them – that it was they who first bestowed the boon of gnawholes upon the skaven race. Certainly, their knowledge of these twisted ways is second to none, allowing them to squirm through the cracks in reality to fall upon their horrified foes.
Instead of setting up this model on the battlefield, you can place this model to one side and say that it is moving through the cracks in reality as a reserve unit.

If you do so, at the end of your movement phase, you can set up this model wholly within 6" of a Gnawhole in your army and more than 9" from all enemy models.

Terrifying: This horrific monstrosity strikes fear deep into the hearts of its enemies.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of any models with this ability.

Splinter-screech: The Warpgnaw Verminlord gives an atonal shriek that rises in pitch until reality itself shivers, shudders, then cracks asunder.
Splinter-screech is a spell that has a casting value of 5 and a range of 13". If successfully cast, pick 1 enemy model within range and visible to the caster, and roll a dice. If the roll is equal to or greater than that model’s Wounds characteristic, it is slain.

Army List
Warscrolls collated
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
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. 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. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

The DAEMON keyword is used in the following Skaven warscrolls:

Leader, Behemoth

The VERMINLORD keyword is used in the following Skaven warscrolls:

Leader, Behemoth
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
© Vyacheslav Maltsev 2013-2022