Skaven – Warscrolls

Contents

Leader, Behemoth


15
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6
WARSCROLL

Grey Seer on Screaming Bell

The maddening clang of a Screaming Bell is no normal sound but a magical effect that can twist reality around it, invigorating nearby skaven or even ripping a hole through the veil between worlds as the Grey Seer atop it cackles in manic delight.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpstone Staff
Warpstone Staff2"34+4+-1D3
Tearing Claws and Fangs
Tearing Claws and Fangs1"44+3+-12
Rusty Spikes
Rusty Spikes1"3+3+-11
DAMAGE TABLE
Wounds SufferedMoveRusty SpikesAvalanche of Energy
0-66"6Casting +2/Chanting +1
7-95"5Casting +1/Chanting +1
10-124"4Casting +1/Chanting 0
13+3"3Casting 0/Chanting 0
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Grey Seer on Screaming Bell is armed with a Warpstone Staff.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

MOUNT: This unit’s Screaming Bell is armed with Rusty Spikes.

CREW: This unit has a Rat Ogor crew armed with Tearing Claws and Fangs.

Altar of the Horned Rat: An eerie sense of watchfulness surrounds this war engine, and an unholy warding protects it from harm. This unit has a ward of 5+. In addition, at the start of your hero phase, you can say that this unit will beseech the Horned Rat instead of attempting to cast spells in that phase. If you do so, in that phase, this unit is treated as having the Priest keyword instead of the Wizard keyword.

Avalanche of Energy: Waves of lurid green energy ripple from the Screaming Bell, filling the Grey Seer who rides it into battle with unbridled power. Add the Avalanche of Energy value on this unit’s damage table to casting and chanting rolls for this unit.

Peal of Doom: The ominous tolling of a Screaming Bell resounds above the clamour of battle, crying out ‘Doom! Doom! Doom!’.
At the start of your hero phase, you can say that this unit will ring its Screaming Bell. If you do so, roll a dice and look up the result on the table below:
  1. Magical Backlash: This unit suffers D3 mortal wounds that cannot be negated.
  2. Unholy Clamour: Add 6" to this unit’s Move characteristic until your next hero phase.
  3. Wall of Unholy Sound: Until your next hero phase, subtract 1 from hit rolls for attacks made by enemy units within 13" of any friendly SCREAMING BELLS for which you rolled this result in this phase.
  4. Deafening Peals: Until your next hero phase, roll a dice each time an enemy model is picked to issue a command while it is within 13" of any friendly SCREAMING BELLS for which you rolled this result in this phase. On a 5+, that command cannot be issued.
  5. Screaming Crescendo: Until your next hero phase, after this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that unit suffers D6 mortal wounds.
  6. Apocalyptic Doom: At the end of this hero phase, roll a dice for each enemy unit within 13" of any friendly SCREAMING BELLS for which you rolled this result in this phase. On a 4+, that unit suffers D3 mortal wounds.

A Stirring Beyond the Veil: In times of desperate need, a Screaming Bell can be shattered in order to call forth a Verminlord.
Once per battle, at the start of your hero phase, if 7 or more wounds are allocated to this unit, you can say that the Grey Seer will shatter the Screaming Bell. If you do so, roll a dice. On a 1, this unit is destroyed. On any other roll, add the number of wounds allocated to this unit to the roll.

If the modified roll is 12 or less, the Screaming Bell is shattered (see below). If the modified roll is 13 or more, the Screaming Bell is shattered and you can summon 1 VERMINLORD to the battlefield and add it to your army. The Verminlord must be set up wholly within 13" of this unit. It can be set up within 3" of an enemy unit if this unit is within 3" of that enemy unit, otherwise it must be set up more than 9" from all enemy units. If this unit’s Screaming Bell is shattered, it can no longer attempt to cast Cracks Call and it can no longer use its Peal of Doom ability.

Cracks Call: Harnessing the thunderous peals of the Screaming Bell, the Grey Seer channels a reverberating sorcerous blast into the ground beneath the enemy’s feet. Gaping chasms and fume-gouting rents yawn wide, sending screaming victims vanishing into the depths.
Cracks Call is a spell that has a casting value of 6 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster and roll 2D6. If the roll is greater than that unit’s Move characteristic, that unit suffers a number of mortal wounds equal to the difference between its Move characteristic and the roll (rounding up). This spell has no effect on units that can fly.

KEYWORDS
CHAOS, SKAVEN, MASTERCLAN, HERO, TOTEM, WAR MACHINE, WIZARD, SCREAMING BELL, GREY SEER


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WARSCROLL

Lord Skreech Verminking

Malevolent and terrifying beyond words, this most ancient and monstrous of all the Verminlords is a blight upon reality. He can draw upon the masteries of all his anarchic species and wields the most dire sorceries in all skavendom.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Prehensile Tails
Prehensile Tails6"3+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doom Glaive
Doom Glaive3"63+3+-22
Plaguereaper
Plaguereaper1"3+3+-12
DAMAGE TABLE
Wounds SufferedMovePrehensile TailsPlaguereaper
0-612"48
7-810"37
9-108"26
11+6"15
PITCHED BATTLE PROFILE

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

Lord Skreech Verminking is armed with a Doom Glaive, Plaguereaper 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+.

The Thirteen-headed One: Lord Verminking can call upon his knowledge of the shadowslinking of Eshin, the fleshcrafting of Moulder, the plaguebrewing of Pestilens, the warp-tech of Skryre, the warrior skill of Verminus or the arcane lore of the Masterclan.
At the start of your hero phase, pick 1 of the following areas of knowledge for this unit to draw upon. The effect of that area of knowledge applies to this unit until your next hero phase. You cannot pick the same area of knowledge more than once per battle.

Knowledge of the Arcane: Add 1 to casting, unbinding and dispelling rolls for this unit.

Knowledge of Fleshcrafting: When you pick this area of knowledge, heal D3 wounds allocated to this unit.

Knowledge of Plague-brewing: If the unmodified hit roll for an attack made with this unit’s Plaguereaper is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Knowledge of Shadowslinking: Subtract 1 from hit rolls for attacks that target this unit.

Knowledge of Warp-tech: This unit’s Doom Glaive has a Rend characteristic of -3 and a Damage characteristic of 3.

Knowledge of the Warrior: Add 1 to wound rolls for attacks made by this unit.

The Rat King: The warriors of the skaven fight with rabid fury at Lord Skreech’s command, in a futile attempt to curry his favour.
You can use this command ability when you pick a friendly SKAVEN 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.

The Dreaded Thirteenth Spell: With a sickening lurch, the fabric of reality is torn open by the twisting, mutating power of the Great Horned Rat.
The Dreaded Thirteenth Spell is a spell that has a casting value of 8 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster and roll 13 dice. For each 4+, that unit suffers 1 mortal wound.

You can then summon 1 unit of CLANRATS to the battlefield and add it to your army. The summoned unit can have up to 1 model for each mortal wound that was caused by this spell. The summoned unit must be set up wholly within range of the caster and more than 9" from all enemy units. The summoned unit cannot move in the following movement phase.

KEYWORDS
CHAOS, SKAVEN, DAEMON, MASTERCLAN, HERO, MONSTER, TOTEM, WIZARD, VERMINLORD, LORD SKREECH VERMINKING


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WARSCROLL

Plague Priest on Plague Furnace

The huge censer of the Plague Furnace roars low and loud as it swings ominously back and forth. Clouds of billowing smog roll from within to shroud the foe in choking foulness even as the Plague Priest riding the carriage shrieks his twisted prayers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Great Plague Censer
Great Plague Censer3"
See below
Warpstone-tipped Staff
Warpstone-tipped Staff2"D33+3+-11
Foetid Blades
Foetid Blades1"63+4+-1
Rusty Spikes
Rusty Spikes1"3+3+-11
DAMAGE TABLE
Wounds SufferedMoveGreat Plague CenserRusty Spikes
0-66"D3+46
7-95"D3+35
10-124"D3+24
13+3"D3+13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 290
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Plague Priest on Plague Furnace is armed with a Warpstone-tipped Staff.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Congregation of Filth
 • Plaguesmog Congregation

MOUNT: This unit’s Plague Furnace is armed with a Great Plague Censer and Rusty Spikes.

CREW: This unit’s crew is armed with Foetid Blades.

Altar of the Horned Rat: An eerie sense of watchfulness surrounds this war engine, and an unholy warding protects it from harm.
This unit has a ward of 5+. In addition, do not take battleshock tests for friendly SKAVEN units wholly within 13" of this unit.

Great Plague Censer: Once a Plague Furnace is engaged in combat, its mighty swinging plague censer is let loose and the giant spiked ball of death sent crashing into enemy formations.
Do not use the attack sequence for an attack made with a Great Plague Censer. Instead, pick 1 enemy unit within range and roll a dice. On a 2+, that unit suffers a number of mortal wounds equal to the Great Plague Censer value shown on this unit’s damage table.

Poisonous Fumes: Plague censers emit huge clouds of noxious gas.
Subtract 1 from wound rolls for attacks made with melee weapons that target this unit.

Pestilence-pestilence!: With a warpstone tainted glow, the Plague Priest beseeches the Horned Rat to unleash rampant poxes on the battlefield.
Pestilence-pestilence! is a prayer that has an answer value of 3 and a range of 13". If answered, pick a point on the battlefield within range and visible to the chanter and roll a dice for each unit within 3" of that point. On a 4+, that unit suffers D3 mortal wounds. If that unit is a CLANS PESTILENS unit, heal D3 wounds allocated to that unit instead.

KEYWORDS
CHAOS, SKAVEN, CLANS PESTILENS, NURGLE, HERO, PRIEST, TOTEM, WAR MACHINE, PLAGUE FURNACE, PLAGUE PRIEST


14
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7
WARSCROLL

Thanquol on Boneripper

Grey Seer Thanquol is a paranoid megalomaniac with a warpstone addiction and a brain full of fevered schemes for greatness. Riding on the shoulders of his monstrous Rat Ogor, Boneripper, he unleashes sorcerous fury on all who stand in his way.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpfire Projectors
Warpfire Projectors8"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of the Horned Rat
Staff of the Horned Rat2"24+3+-1D3
Warpfire Braziers
Warpfire Braziers2"See below3+3+-23
Crushing Blows
Crushing Blows2"4+3+-12
DAMAGE TABLE
Wounds SufferedMoveCrushing BlowsStaff of the Horned Rat
0-610"6+3
7-89"5+2
9-108"4+1
11+7"3+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 400
Battlefield Role: Leader, Behemoth
Base size: 90 x 52mm
Notes: Single, Unique

Thanquol is armed with the Staff of the Horned Rat.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

MOUNT: Boneripper is armed with Crushing Blows and four warpfire weapons, which can be any combination of Warpfire Braziers and/or Warpfire Projectors.

Protection of the Horned Rat: An eerie sense of watchfulness surrounds this being, and an unholy aura of warding protects them from harm.
This is unit has a ward of 5+.

Power Behind the Throne: Thanquol manipulates all around him, letting others think they are in charge when in fact they are only carrying out his wishes.
Once per battle round, this unit can issue the same command up to 2 times in the same phase. If it does so, each command must be received by a friendly SKAVEN unit. No command point is spent the second time this unit issues that command in that phase.

Staff of the Horned Rat: Thanquol can draw on the magical energy stored in his staff to enhance the spells that he casts. Once, he viewed this as the blessings of the Horned One made manifest; now, he sees it simply as cunningly acquired power.
Add the Staff of the Horned Rat value shown on this unit’s damage table to casting, unbinding and dispelling rolls for this unit.

Warp-amulet: Thanquol wears a thrumming green warpstone amulet, the mutating magics of which serve to meld and rapidly heal his or Boneripper’s flesh if either of them is injured.
At the end of the combat phase, you can heal D3 wounds allocated to this unit.

Warpfire Braziers: These enormous, fumebelching wrecking balls allow Boneripper to crush the largest foes with ease.
The Attacks characteristic of Warpfire Braziers is equal to double the number of Warpfire Braziers with which this unit is armed.

Warpfire Projectors: These horrific weapons cause the target to be engulfed in searing gouts of warpfire.
Do not use the attack sequence for an attack made with Warpfire Projectors. Instead, roll x dice for each model in the target unit that is within range, where x is equal to the number of Warpfire Projectors with which this unit is armed. For each 4+, the target suffers 1 mortal wound.

Warpstone Addiction: Thanquol is addicted to warpstone and can consume it in quantities that would kill any other Grey Seer. This serves to supercharge his magics, though not without eroding his sanity and ravaging his scrawny frame.
Once per turn, in your hero phase, when this unit attempts to cast a spell, you can say that it will first consume a warpstone token. If you do so, roll 3D6. This roll cannot be re-rolled or modified.

If the 3D6 roll is 13, the spell is successfully cast and cannot be unbound; however, after the effects of the spell have been resolved, this unit suffers D6 mortal wounds.

If the 3D6 roll was not 13, remove 1 dice of your choice and use the remaining 2D6 as the casting roll.

Madness: Thanquol twists the perception of a nearby foe so that they lash out at everyone around them - or even attack themselves.
Madness is a spell that has a casting value of 8 and a range of 3". If successfully cast, pick 1 enemy HERO within range and visible to the caster and roll a number of dice equal to the combined value of the Attacks characteristics of all melee weapons with which that HERO is armed. For each 4+, you can pick 1 enemy unit within 3" of that HERO to suffer 1 mortal wound (you can pick different units to suffer the mortal wounds if you wish).

KEYWORDS
CHAOS, SKAVEN, MASTERCLAN, HERO, MONSTER, TOTEM, WIZARD, GREY SEER, THANQUOL


13
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WARSCROLL

Verminlord Corruptor

Ancient and malevolent, this eldritch servant of the Horned Rat is corruption personified, and a single hissed syllable or flick of its sickle-blades can reduce the mightiest foes to a heap of putrid ooze in seconds.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Prehensile Tails
Prehensile Tails6"3+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plaguereapers
Plaguereapers1"3+3+-22
DAMAGE TABLE
Wounds SufferedMovePrehensile TailsPlaguereapers
0-612"42D6
7-810"33D3
9-108"2D6
11+6"1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 320
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Verminlord Corruptor is armed with Plaguereapers and Prehensile Tails.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Congregation of Filth
 • Foulrain Congregation
 • Plaguesmog Congregation

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+.

Plaguereapers: These sickle-like blades drip with the accumulated filth of a thousand diseased middens. The slightest nick or cut from them poisons the blood and reduces flesh to sloughing slime.
If the unmodified hit roll for an attack made with Plaguereapers is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Plaguemaster: A Verminlord Corruptor is utterly infested with hideous parasites that spill forth to bedevil its foes, even as its unholy miasma curdles their breath in their lungs and rots their bones from within.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this unit. On a 4+, that enemy unit suffers D3 mortal wounds.

Lord of Pestilence: The diseased warriors of the Clans Pestilens are driven into an even greater frenzy by the commands of a Verminlord Corruptor.
You can use this command ability when you pick a friendly CLANS PESTILENS 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 Plague: The Verminlord Corruptor vomits up the twisted syllables of a dread invocation, unleashing a horrific ensorcelled plague that spreads like wildfire through the enemy ranks and rapidly reduces its victims to split and seeping corpses.
Dreaded Plague is a spell that has a casting value of 7 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster and roll a dice for each model in that unit. For each 4+, that unit suffers 1 mortal wound.

KEYWORDS
CHAOS, SKAVEN, DAEMON, CLANS PESTILENS, NURGLE, HERO, MONSTER, TOTEM, WIZARD, VERMINLORD, VERMINLORD CORRUPTOR


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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


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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


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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 TABLE
Wounds SufferedMovePrehensile TailsDoom Glaive
0-612"42+
7-810"32+
9-108"23+
11+6"14+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 320
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


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WARSCROLL

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
Gnaw-glaive
Gnaw-glaive2"43+3+-2
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMovePrehensile TailGnaw-glaive
0-412"45
5-710"34
8-98"23
10+6"12
PITCHED BATTLE PROFILE

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

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
CHAOS, SKAVEN, MASTERCLAN, DAEMON, VERMINLORD, MONSTER, HERO, WIZARD, WARPGNAW VERMINLORD

Leader


6"
6
3+
6
WARSCROLL

Arch-Warlock

The Arch-Warlocks of the Clans Skryre are armour-clad killers whose warp-tech weapons and arcane ability have been the death of countless foes. Though they prefer to lead from the back, Arch-Warlocks are deadly in their own right.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stormcage Halberd
Stormcage Halberd2"D34+3+-22
Piston Claw
Piston Claw1"14+3+-23
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Arch-Warlock is armed with a Stormcage Halberd and Piston Claw.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Arkhspark Voltik
 • Gascloud Chokelung
 • Gautfyre Skorch
 • Rattlegauge Warplock
 • Whyrlblade Threshik

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

Warpfire Gauntlet: In an emergency, this weapon can be used to spit a stream of warpfire at the foe.
Once per battle, in your shooting phase, you can pick 1 enemy unit within 9" of this unit and visible to it, and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

More-more Stormcage!: A stormcage halberd’s generator can be overloaded, if the wielder dares.
Before you make a hit roll for an attack made with a Stormcage Halberd, you can say that the engineer has overloaded its generator. If you do so, until the end of that phase, the Attacks characteristic of that weapon is D6 instead of D3. However, for each unmodified hit roll of 1 for an attack made with that weapon in that phase, this unit suffers D3 mortal wounds after all of its attacks have been resolved.

Warp Lightning Storm: The Arch-Warlock summons a crackling tempest to kill-smite his foes.
Warp Lightning Storm is a spell that has a casting value of 7 and a range of 13". If successfully cast, pick up to D3 different enemy units within range and visible to the caster. Those units each suffer D3 mortal wounds.

Alternatively, before making the casting roll, you can say that this unit will use its warp-power accumulator to augment the spell. If you do so, and the spell is successfully cast and not unbound, pick up to D3 different enemy units within range and visible to the caster. Those units each suffer D6 mortal wounds. However, if the spell is not successfully cast or is unbound, this unit suffers 2xD6 mortal wounds that cannot be negated.

KEYWORDS
CHAOS, SKAVEN, CLANS SKRYRE, HERO, WIZARD, ARCH-WARLOCK


6"
5
4+
6
WARSCROLL

Clawlord

Verminus Clawlords are powerful fighters and cunning leaders, exhorting their chittering followers to overrun the enemy lines. They are most dangerous when caught at bay, for they will fight for their lives with frantic ferocity.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpforged Blade
Warpforged Blade1"63+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Clawlord is armed with a Warpforged Blade.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Claw-horde

Cornered Fury: A Clawlord in fear for their life fights with unbridled ferocity.
Add the number of wounds allocated to this unit to the Attacks characteristic of this unit’s melee weapons.

Gnash-gnaw on Their Bones!: At a Clawlord’s command, their minions hurl themselves at the foe.
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 the Attacks characteristic of that unit’s melee weapons in that phase.

KEYWORDS
CHAOS, SKAVEN, CLANS VERMINUS, HERO, CLAWLORD


7"
5
4+
5
WARSCROLL

Deathmaster

Those whom influential skaven deem too dangerous to live often become the targets of a Deathmaster from the Clans Eshin. The poisoned ‘weeping blades’ of these supernaturally dexterous killers have slain kings and warlords beyond count.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Eshin Throwing Stars
Eshin Throwing Stars12"54+4+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Weeping Blades
Weeping Blades1"53+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Deathmaster is armed with Eshin Throwing Stars and a Weeping Blade.

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

Hidden Killer: Deathmasters often hide amidst the ranks of skaven regiments.
When you select this unit to be part of your army, you can pick 1 friendly CLANRATS, STORMVERMIN or NIGHT RUNNERS unit that 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 cannot hide more than 1 DEATHMASTER in the same unit.

At the start of a combat phase, if this unit is hidden, you can reveal it. In addition, if the unit in which this unit is hidden is destroyed, you must reveal this unit before the last model in the unit in which it is hidden is removed from play. When you reveal this unit, set it up wholly within 3" of the unit in which it was hidden. If this unit was revealed because the unit in which it was hidden was destroyed, this unit suffers 1 mortal wound after it is set up.

Eshin Toxins: Eshin weapons are coated in deadly poisons.
If the unmodified hit roll for an attack made by this unit is 6, the target suffers D3 mortal wounds and the attack sequence ends (do not make a wound roll or save roll).

Running Death: Eshin warriors are trained in a unique fighting style that allows them to attack with incredible speed and dexterity.
This unit can run and still shoot later in the turn.

KEYWORDS
CHAOS, SKAVEN, CLANS ESHIN, HERO, DEATHMASTER


6"
5
5+
6
WARSCROLL

Grey Seer

Grey Seers are manipulators and master sorcerers who attempt to direct the skaven to ultimate victory at any price. They are dangerous, deranged and more than willing to devour raw warpstone in order to supercharge their magical abilities.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpstone Staff
Warpstone Staff2"34+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Grey Seer is armed with a Warpstone Staff.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

Warpstone Tokens: Potentially lethal warpstone is consumed by Grey Seers to aid their spellcasting.
Once per turn, in your hero phase, when this unit attempts to cast a spell, you can say that it will first consume a warpstone token. If you do so, roll 3D6. This roll cannot be re-rolled or modified.

If the 3D6 roll is 13, the spell is successfully cast and cannot be unbound; however, after the effects of the spell have been resolved, this unit suffers D3 mortal wounds that cannot be negated.

If the 3D6 roll was not 13, remove 1 dice of your choice and use the remaining 2D6 as the casting roll.

Wither: The Grey Seer hurls a glowing green globe of magical energy at the foe. Anyone touched by the globe starts to shrivel and wither away.
Wither is a spell that has a casting value of 7 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster and roll 2D6. If the roll is greater than that unit’s Wounds characteristic, that unit suffers D3 mortal wounds and you can subtract 1 from hit rolls for attacks made with melee weapons by that unit until your next hero phase.

KEYWORDS
CHAOS, SKAVEN, MASTERCLAN, HERO, WIZARD, GREY SEER


6"
5
5+
6
WARSCROLL

Master Moulder

Master Moulders are twisted and cruel. Theirs are the deranged minds behind the creation of the Clans Moulders’ horrific war beasts, and at their command pack after pack of those foul fiends can be unleashed upon the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpstone-tipped Lash
Warpstone-tipped Lash3"63+4+-11
Things-catcher
Things-catcher2"44+4+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Master Moulder is armed with 1 of the following weapon options: Warpstone-tipped Lash; or Things-catcher.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Fleshmeld Menagerie

Crack the Whip: Packmasters use their whips to drive their fighting beasts into a battle frenzy.
At the start of your movement phase, you can pick 1 friendly CLANS MOULDER PACK unit wholly within 13" of this unit. Until your next movement phase, you can add 3 to run rolls and charge rolls for that unit. In addition, until your next movement phase, add 1 to wound rolls for attacks made with melee weapons by that unit. The same unit cannot benefit from this ability more than once per turn.

Master Moulder: These burly commanders are the breeders, mutators and healers of Clans Moulder.
In your hero phase, you can pick 1 friendly CLANS MOULDER PACK unit within 3" of this unit. Heal D3 wounds allocated to that unit.

Unleash More-more Beasts!: A Master Moulder can order forth more packs of fighting beasts if the tide of battle starts to turn against them.
You can use this command ability if this unit is on the battlefield when a friendly CLANS MOULDER PACK unit is destroyed. If you do so, roll a dice. On a 3+, a new replacement unit identical to the one that was destroyed is added to your army. Set up that unit wholly within 12" of this unit and more than 9" from all enemy units. Each destroyed unit can only be replaced once - replacement units cannot themselves be replaced.

KEYWORDS
CHAOS, SKAVEN, CLANS MOULDER, HERO, MASTER MOULDER


6"
5
5+
6
WARSCROLL

Plague Priest

Plague Priests shriek blasphemous prayers that unleash the dark diseases of the Great Corruptor upon their foes. Those not wasted away or withered into ooze are swiftly slain by blows from the priests’ warpstone-capped staves and smog-belching censers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpstone-tipped Staff
Warpstone-tipped Staff2"D33+3+-11
Plague Censer
Plague Censer2"24+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Plague Priest is armed with a Warpstone-tipped Staff and a Plague Censer.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Foulrain Congregation

Frenzied Assault: The presence of the enemy drives this crazed warrior into a terrible rage.
Add 1 to the Attacks characteristic of this unit’s melee weapons if it made a charge move in the same turn.

Poisonous Fumes: Plague censers emit huge clouds of noxious gas.
Subtract 1 from wound rolls for attacks made with melee weapons that target this unit.

Pestilence-pestilence!: With a warpstone tainted glow, the Plague Priest beseeches the Horned Rat to unleash rampant poxes on the battlefield.
Pestilence-pestilence! is a prayer that has an answer value of 3 and a range of 13". If answered, pick a point on the battlefield within range and visible to the chanter and roll a dice for each unit within 3" of that point. On a 4+, that unit suffers D3 mortal wounds. If that unit is a CLANS PESTILENS unit, heal D3 wounds allocated to that unit instead.

KEYWORDS
CHAOS, SKAVEN, CLANS PESTILENS, NURGLE, HERO, PRIEST, PLAGUE PRIEST


6"
5
4+
6
WARSCROLL

Skritch Spiteclaw

Skritch Spiteclaw is a particularly cunning skaven warlord who has assembled an impressive horde of cut-throat vermin to serve his will. Though he prefers that his minions fight and die on his behalf, when cornered, Skritch becomes a whirling dervish of spiked steel and ripping claws.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wicked Halberd
Wicked Halberd1"63+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Skritch Spiteclaw and Spiteclaw’s Swarm units must be taken as a set. Although taken as a set, each is a separate unit.

Skritch Spiteclaw is armed with a Wicked Halberd.

There Are Always More: Skaven warlords gladly hurl their warriors into the blades of the enemy, content in the knowledge that there are always more Clanrat lives to sacrifice.
At the start of your hero phase, if this unit is within 13" of a friendly SPITECLAW’S SWARM unit, you can return D3 slain models to that unit. You cannot return Krrk the Almost-trusted.

Gnash-gnaw on Their Bones!: At a Clawlord’s command, their minions hurl themselves at the foe.
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 the Attacks characteristic of that unit’s melee weapons in that phase.

KEYWORDS
CHAOS, SKAVEN, CLANS VERMINUS, HERO, CLAWLORD, SKRITCH SPITECLAW


7"
5
4+
5
WARSCROLL

Slynk Skittershank

Slynk Skittershank embodies all the devious cruelty of the Eshin clans. He prefers to ambush his foes, slashing them with twin toxin-dripping blades before scampering into the safety of the shadows, where he can watch them succumb to his agonising concoctions.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Eshin Throwing Stars
Eshin Throwing Stars12"44+4+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Paired Weeping Blades
Paired Weeping Blades1"63+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Slynk Skittershank and Skittershank’s Clawpack units must be taken as a set. Although taken as a set, each is a separate unit.

Slynk Skittershank is armed with Eshin Throwing Stars and Paired Weeping Blades.

Eshin Toxins: Eshin weapons are coated in deadly poisons.
If the unmodified hit roll for an attack made by this unit is 6, the target suffers D3 mortal wounds and the attack sequence ends (do not make a wound roll or save roll).

Running Death: Eshin warriors are trained in a unique fighting style that allows them to attack with incredible speed and dexterity.
This unit can run and still shoot later in the turn.

Misdirection: Slynk has perfected the art of lurking near his minions, darting in to strike at the enemy and scurrying away before the foe can strike back.
If this unit is within 1" of a friendly SKITTERSHANK’S CLAWPACK unit at the start of the combat phase, the strike-first effect applies to this unit in that combat phase. In addition, after this unit has fought for the first time in the combat phase, if this unit is within 1" of a friendly SKITTERSHANK’S CLAWPACK unit, this unit can retreat.

KEYWORDS
CHAOS, SKAVEN, CLANS ESHIN, HERO, DEATHMASTER, SLYNK SKITTERSHANK


6"
5
5+
5
WARSCROLL

Warlock Bombardier

Warlock Bombardiers are engineers who develop a particular penchant for weapons that deliver explosive death from extreme range. Their alchemical armaments cause substantial devastation wherever they strike home.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doomrocket
Doomrocket18"D34+3+-13
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Firing Pole
Firing Pole1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Warlock Bombardier is armed with a Doomrocket and Firing Pole.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Arkhspark Voltik
 • Gascloud Chokelung
 • Gautfyre Skorch
 • Rattlegauge Warplock
 • Whyrlblade Threshik
 • Rattachak’s Doom-coven

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

More-more Doomrocket!: A doomrocket’s warhead can be overloaded, if the wielder dares.
Before you determine the number of attacks made with a Doomrocket, you can say that the engineer has overloaded its warhead. If you do so, until the end of that phase, the Attacks characteristic of that weapon is D6 instead of D3. However, for each unmodified hit roll of 1, this unit suffers D3 mortal wounds after all of its attacks have been resolved.

Warp Lightning: The engineer points his claw, and bolts of warp lightning arc outwards.
Warp Lightning is a spell that has a casting value of 5 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds.

Alternatively, before making the casting roll, you can say that this unit will use its warp-power accumulator to augment the spell. If you do so, and the spell is successfully cast and not unbound, pick 1 enemy unit within range and visible to the caster. That unit suffers D6 mortal wounds. However, if the spell is not successfully cast or is unbound, this unit suffers D6 mortal wounds that cannot be negated.

KEYWORDS
CHAOS, SKAVEN, CLANS SKRYRE, HERO, WIZARD, WARLOCK BOMBARDIER


6"
5
5+
5
WARSCROLL

Warlock Engineer

Warlock Engineers scurry into battle with arcane engines strapped to their backs and crackling weapons of war clutched in their gnarled claws. Their warp lightning arcs out to make their victims twitch and dance as it burns them alive.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warplock Pistol
Warplock Pistol9"33+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warp-energy Blade
Warp-energy Blade1"D34+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Warlock Engineer is armed with a Warplock Pistol and Warp-energy Blade.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Arkhspark Voltik
 • Gascloud Chokelung
 • Gautfyre Skorch
 • Rattlegauge Warplock
 • Whyrlblade Threshik

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

More-more Warp Energy!: A warp-energy blade's generator can be overloaded, if the wielder dares.
Before you determine the number of attacks made with a Warpenergy Blade, you can say that the engineer has overloaded its generator. If you do so, until the end of that phase, the Attacks characteristic of that weapon is D6 instead of D3. However, for each unmodified hit roll of 1, this unit suffers D3 mortal wounds after all of its attacks have been resolved.

Warp Lightning: The engineer points his claw, and bolts of warp lightning arc outwards.
Warp Lightning is a spell that has a casting value of 5 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds.

Alternatively, before making the casting roll, you can say that this unit will use its warp-power accumulator to augment the spell. If you do so, and the spell is successfully cast and not unbound, pick 1 enemy unit within range and visible to the caster. That unit suffers D6 mortal wounds. However, if the spell is not successfully cast or is unbound, this unit suffers D6 mortal wounds that cannot be negated.

KEYWORDS
CHAOS, SKAVEN, CLANS SKRYRE, HERO, WIZARD, WARLOCK ENGINEER


6"
5
5+
6
WARSCROLL

Skabbik Plagueseeker

Skabbik Plagueseeker is on a holy quest – holy, at least, to the rancid congregations of the Clans Pestilens. Within the Wyrdhollow, he seeks nothing less than an ingredient to one of the Great Plagues, a mythic disease with the power to change the course of history.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpstone-tipped Staff
Warpstone-tipped Staff2"D33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Skabbik Plagueseeker and Skabbik’s Plaguepack units must be taken as a set. Although taken as a set, each is a separate unit.

Skabbik Plagueseeker is armed with a Warpstone-tipped Staf

Frenzied Assault: The presence of the enemy drives this crazed warrior into a terrible rage.
Add 1 to the Attacks characteristic of this unit’s melee weapons if it made a charge move in the same turn.

Poisonous Fumes: Skabbik’s Plague Burner emits huge clouds of noxious gas.
Subtract 1 from wound rolls for attacks made with melee weapons that target this unit.

Befoul-befoul!: Skabbik uses his foul knowledge to briefly ravage a portion of the Mortal Realms with a fleeting yet catastrophic shadow of one of the Great Plagues.
Befoul-befoul! is a prayer that has an answer value of 3 and a range of 13". If answered, pick an objective on the battlefield within range and visible to the chanter. That objective is befouled until the start of your next hero phase (see the Skabbik’s Plaguepack warscroll). In addition, roll a dice for each friendly and enemy unit contesting that objective. On a 4+, that unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, SKAVEN, CLANS PESTILENS, NURGLE, HERO, PRIEST, PLAGUE PRIEST, SKABBIK PLAGUESEEKER


8"
8
4+
6
WARSCROLL

Clawlord on Brood Horror*

The most ostentatious of skaven Clawlords ride into battle mounted upon foul Brood Horrors. These beasts have grown to their immense size by brutally devouring all of their brood-kin, the twisted forms of which still writhe and claw within their fleshy prison.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpforged Blade
Warpforged Blade1"33+3+-2D3
Fangs and Claws
Fangs and Claws1"63+3+-12
Prehensile Tail
Prehensile Tail3"33+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Clawlord on Brood Horror is armed with a Warpforged Blade.

MOUNT: This model’s Brood Horror is armed with Fangs and Claws and a Prehensile Tail.

ABILITIES

Regenerating Monstrosity: A monstrous masterpiece from the breeding pits of the Clans Moulder, the flesh of a Brood Horror can reknit almost as fast as it can be torn in battle.
In your hero phase, you can heal up to D3 wounds allocated to this model.

Mighty Warlord: The sight of any Clawlord riding such an imposing mount does wonders for the uncertain loyalty of the skaven around them.
Add 1 to the Bravery characteristic of friendly CLANS VERMINUS units while they are wholly within 13" of any friendly models with this ability.

Gnash-gnaw on their Bones: The Clawlord ushers forth his minions to gouge, bite and tear at their prey with murderous intensity.
You can use this command ability at the start of the combat phase. The command must be issued by this unit and received by a friendly CLANS VERMINUS unit. Add 1 to the Attacks characteristic of melee weapons used by that unit in that phase.

KEYWORDS
CHAOS, SKAVEN, SKAVENTIDE, CLANS VERMINUS, HERO, CLAWLORD, CLAWLORD ON BROOD HORROR

Battleline


6"
1
5+
4
WARSCROLL

Clanrats

Clanrats overcome their foes through sheer numbers rather than through skill at arms. Individually, they are little threat to a seasoned warrior, but when they gather in their verminous swarms, they can pull down even the champions of the enemy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rusty Blade
Rusty Blade1"14+4+-1
Rusty Spear
Rusty Spear2"15+4+-1
PITCHED BATTLE PROFILE

Unit Size: 20      Points: 100
Battlefield Role: Battleline
Base size: 25mm

Each model in a Clanrats unit is armed with 1 of the following weapon options: Rusty Blade; or Rusty Spear. All models in the unit must be armed with the same weapon option.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Claw-horde

CHAMPION: 1 model in this unit can be a Clawleader. Add 1 to the Attacks characteristic of that model’s melee weapon.

STANDARD BEARER: 1 in every 10 models in this unit can be a Clanrat Standard Bearer. This unit can retreat and still charge later in the turn if it includes any Clanrat Standard Bearers.

MUSICIAN: 1 in every 10 models in this unit can be a Clanrat Bellringer. Add 2 to run rolls for this unit if it includes any Clanrat Bellringers.

Seething Swarm: Sweeping forward in a chittering mass, Clanrats overwhelm their enemies with their seemingly endless numbers, biting, stabbing, screeching and trampling their own fallen beneath their bloody claws.
At the end of the battleshock phase, you can return D3 slain models to this unit.

KEYWORDS
CHAOS, SKAVEN, CLANS VERMINUS, CLANRATS


6"
1
4+
6
WARSCROLL

Stormvermin

Stormvermin are bigger, stronger and more dangerous than the lesser skaven of the Clans Verminus. They have a killer instinct honed by a knack for self-preservation that makes them dangerous foes indeed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rusty Halberd
Rusty Halberd1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 120
Battlefield Role: Battleline
Base size: 25mm

Each model in a Stormvermin unit is armed with a Rusty Halberd.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Claw-horde

CHAMPION: 1 model in this unit can be a Fangleader. Add 1 to the Attacks characteristic of that model’s Rusty Halberd.

STANDARD BEARER: 1 in every 10 models in this unit can be a Stormvermin Standard Bearer. This unit can retreat and still charge later in the turn if it includes any Stormvermin Standard Bearers.

MUSICIAN: 1 in every 10 models in this unit can be a Stormvermin Drummer. Add 2 to run rolls for this unit if it includes any Stormvermin Drummers.

Elite Bodyguards: Stormvermin are especially popular as bodyguards, with every ratman of rank hiring their own pack of arrogant, bullying Stormvermin to show off their might and importance.
If a friendly SKAVEN HERO is within 3" of this unit, before you allocate a wound or mortal wound to that HERO, or instead of making a ward roll for a wound or mortal wound that would be allocated to that HERO, roll a dice. Add 2 to the roll if the HERO has the CLANS VERMINUS keyword. On a 4+, that wound or mortal wound is allocated to this unit instead of that HERO and cannot be negated.

KEYWORDS
CHAOS, SKAVEN, CLANS VERMINUS, STORMVERMIN

None


2D6"
3
5+
4
WARSCROLL

Doom-Flayer

The Doom-Flayer rumbles across the battlefield in a whirling blur of blades, its crew seeking to close the distance to the foe with un-skavenlike eagerness. When its charge hits home, the bloody carnage that ensues is hideous to behold.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Whirling Blades
Whirling Blades1"D63+3+-22
Rusty Knives
Rusty Knives1"24+4+-1
PITCHED BATTLE PROFILE

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

A Doom-Flayer is armed with Whirling Blades and manned byskaven armed with Rusty Knives.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Whyrlblade Threshik

Whirling Death: Doom-Flayers crash into the foe with hellish results, leaving a trail of gore in their wake.
Add 1 to the Attacks characteristic of Whirling Blades if this unit made a charge move in the same turn.

More-more Whirling Death!: A daring or deranged crew can kick the warpstone generator that powers their Doom-Flayer into overdrive. Sometimes they even survive the experience.
Before you determine the Attacks characteristic of Whirling Blades, you can say that the crew has kicked the generator into overdrive. If you do so, roll 2D6 to determine the Attacks characteristic for that attack instead of D6. However, if you roll either a double or a 7, this unit is destroyed 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 end of your charge phase, you can reveal this hidden unit if the unit in which it was hiding made a charge move in that phase. If you do so, set up this unit wholly within 3" of the unit in which it was hiding (it can be set up within 3" of any enemy units and can fight in the following combat phase). A unit set up with this ability is treated as having charged in the same turn.

KEYWORDS
CHAOS, SKAVEN, CLANS SKRYRE, WEAPON TEAM, DOOM-FLAYER


8"
1
-
3
WARSCROLL

Giant Rats

Growing to the size of Gryph-hounds, Giant Rats hunt in huge packs that can overwhelm entire enemy regiments and drag down even the most monstrous foes through sheer weight of numbers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vicious Teeth
Vicious Teeth1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 6      Points: 60
Battlefield Role: None
Base size: 25mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS MOULDER HERO you include in your army.

Each model in a Giant Rats unit is armed with Vicious Teeth.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Fleshmeld Menagerie

Wave of Rats: In combat, Giant Rats frantically scramble over each other in their savage eagerness to devour the foe.
Improve the Rend characteristic of this unit’s Vicious Teeth by 1 if it has 3-5 models. Improve the Rend characteristic of this unit’s Vicious Teeth by 2 instead of 1 if it has 6 or more models.

KEYWORDS
CHAOS, SKAVEN, CLANS MOULDER, PACK, GIANT RATS


7"
1
5+
5
WARSCROLL

Gutter Runners

Emerging from positions of concealment at the enemy’s flanks and rear, Gutter Runners fall upon their victims in a storm of flashing blades, hurtling throwing stars and viciously bared fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Eshin Throwing Stars
Eshin Throwing Stars12"34+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Punch Dagger and Blade
Punch Dagger and Blade1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 100
Battlefield Role: None
Base size: 25mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS ESHIN HERO you include in your army.

Each model in a Gutter Runners unit is armed with Eshin Throwing Stars and a Punch Dagger and Blade.

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

ELITE: Models in this unit can issue commands to their own unit.

Eshin Toxins: Eshin weapons are coated in deadly poisons.
If the unmodified hit roll for an attack made by this unit is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound roll or save roll).

Running Death: Eshin warriors are trained in a unique fighting style that allows them to attack with incredible speed and dexterity.
This unit can run and still shoot later in the turn.

Sneaky Infiltrators: Gutter Runners are masters of stealth and can sneak up on almost anyone.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is infiltrating the foe as a reserve unit. If you do so, at the end of your first movement phase, you must set up this unit wholly within 6" of a terrain feature and more than 9" from all enemy units.

KEYWORDS
CHAOS, SKAVEN, CLANS ESHIN, GUTTER RUNNERS


7"
1
6+
4
WARSCROLL

Night Runners

Swift and sneaky, clawpacks of Night Runners envelop their enemies before launching vicious assaults to lay them low with volleys of throwing weapons and well-placed blades between the ribs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Eshin Throwing Weapons
Eshin Throwing Weapons12"14+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stabbing Blade
Stabbing Blade1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 90
Battlefield Role: None
Base size: 25mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS ESHIN HERO you include in your army.

Each model in a Night Runners unit is armed with Eshin Throwing Weapons and a Stabbing Blade.

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

CHAMPION: 1 model in this unit can be a Nightleader. Add 1 to the Attacks characteristic of that model’s Stabbing Blade.

Eshin Toxins: Eshin weapons are coated in deadly poisons.
If the unmodified hit roll for an attack made by this unit is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound roll or save roll).

Running Death: Eshin warriors are trained in a unique fighting style that allows them to attack with incredible speed and dexterity.
This unit can run and still shoot later in the turn.

Slinking Advance: Night Runners scurry ahead of the main body of a skaven army to harass and slow down the foe.
After deployment but before the first battle round begins, this unit can make a normal move of up to 2D6".

KEYWORDS
CHAOS, SKAVEN, CLANS ESHIN, NIGHT RUNNERS


6"
2
6+
5
WARSCROLL

Packmasters

The Packmasters of the Clans Moulder ply their lashes and their snapping things-catchers to goad their war beasts into battle. Should the foe stray close, those same vicious weapons are readily turned upon them, too.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Herding Whip
Herding Whip3"14+4+-1
Rusty Blade
Rusty Blade1"24+4+-1
Things-catcher
Things-catcher2"14+4+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 60
Battlefield Role: None
Base size: 25mm

Each model in a Packmasters unit is armed with a Herding Whip and Rusty Blade. 1 in every 3 models can replace their Rusty Blade with a Things-catcher.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Fleshmeld Menagerie

Crack the Whip: Packmasters use their whips to drive their fighting beasts into a bat tie frenzy.
At the start of your movement phase, you can pick 1 friendly CLANS MOULDER PACK unit wholly within 13" of this unit. Until your next movement phase, you can add 3 to run rolls and charge rolls for that unit. In addition, until your next movement phase, add 1 to wound rolls for attacks made with melee weapons by that unit. The same unit cannot benefit from this ability more than once per turn.

KEYWORDS
CHAOS, SKAVEN, CLANS MOULDER, PACKMASTERS


6"
2
6+
5
WARSCROLL

Plague Censer Bearers

Plague Censer Bearers rush forwards in a foaming frenzy. Maddened by disease, they swing their weapons in devastating arcs, crunching armour, flesh and bone. Few can long endure their assault or the choking clouds of plague-smog that accompany it.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plague Censer
Plague Censer1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 100
Battlefield Role: None
Base size: 32mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS PESTILENS HERO you include in your army.

Each model in a Plague Censer Bearers unit is armed with a Plague Censer.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Plaguesmog Congregation

Frenzied Assault: The presence of the enemy drives this crazed warrior into a terrible rage.
Add 1 to the Attacks characteristic of this unit’s melee weapons if it made a charge move in the same turn.

Plague Disciples: Plague Censer Bearers become even more frenzied in the presence of their zealous brethren.
Add 1 to wound rolls for attacks made by this unit if it is wholly within 18" of any friendly PLAGUE MONKS units.

Poisonous Fumes: Plague censers emit huge clouds of noxious gas.
Subtract 1 from wound rolls for attacks made with melee weapons that target this unit.

KEYWORDS
CHAOS, SKAVEN, CLANS PESTILENS, NURGLE, PLAGUE CENSER BEARERS


6"
1
6+
5
WARSCROLL

Plague Monks

Driven into battle by their frenzied faith, Plague Monks overwhelm their enemies in a pestilential mass. They hack and stab wildly with their foetid blades, spreading disease and infection with every blow.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pair of Foetid Blades
Pair of Foetid Blades1"23+4+-1
Foetid Blade and Woe-stave
Foetid Blade and Woe-stave2"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 20      Points: 180
Battlefield Role: None
Base size: 25mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS PESTILENS HERO you include in your army.

Each model in a Plague Monks unit is armed with 1 of the following weapon options: Pair of Foetid Blades; or Foetid Blade and Woe-stave.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Congregation of Filth

CHAMPION: 1 model in this unit can be a Bringer-of-the-Word.

STANDARD BEARER: 1 in every 10 models in this unit can bear an Icon of Entropy. If this unit includes any models bearing Icons of Entropy, each time a model from this unit is slain by an attack made with a melee weapon, before removing that model from play, roll a dice. On a 6, pick 1 enemy unit within 3" of the slain model. That unit suffers 1 mortal wound.

MUSICIAN: 1 in every 10 models in this unit can be a Plague Harbinger. Add 1 to run rolls and charge rolls for this unit if it includes any Plague Harbingers.

Book of Woes: The champions of the Plague Monks lead their followers in recitations from foul Books of Woes, endlessly repeating the Liturgus Infectus and Rite of Infection, calling upon the Horned Rat to strike down the enemy with disease.
In your hero phase, you can pick 1 enemy unit within 13" of this unit’s Bringer-of-the-Word and roll a dice. On a 1-2, nothing happens. On a 3-4, that unit suffers 1 mortal wound. On a 5-6, that unit suffers D3 mortal wounds. This ability has no effect on NURGLE units.

Foetid Weapons: The weapons that are wielded by Plague Monks are foulsmelling and tainted; even the slightest cut can infect the victim with any number of debilitating diseases.
If the unmodified hit roll for an attack made with a melee weapon by this unit is 6, that attack has a Rend characteristic of -2 instead of ‘-’.

Frenzied Assault: The presence of the enemy drives this crazed warrior into a terrible rage.
Add 1 to the Attacks characteristic of this unit’s melee weapons if it made a charge move in the same turn.

KEYWORDS
CHAOS, SKAVEN, CLANS PESTILENS, NURGLE, PLAGUE MONKS


7"
6
4+
5
WARSCROLL

Rat Ogors

Monstrous brutes of stitched muscle, melded flesh, lashing talons and snapping jaws, the Rat Ogors of the Clans Moulder are terrifying war beasts whose packs rip through the enemy ranks in a storm of flying limbs and jetting gore.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpfire Gun
Warpfire Gun16"D34+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tearing Claws, Blades and Fangs
Tearing Claws, Blades and Fangs1"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 130
Battlefield Role: None
Base size: 50mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS MOULDER HERO you include in your army.

Each model in a Rat Ogors unit is armed with Tearing Claws, Blades and Fangs. 1 in every 2 models can also be armed with a Warpfire Gun.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Fleshmeld Menagerie

Rabid Fury: The snarling rage of a blood-frenzied Rat Ogor pack is a truly terrifying sight to behold.
If the unmodified hit roll for an attack made with Tearing Claws, Blades and Fangs is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.

KEYWORDS
CHAOS, SKAVEN, CLANS MOULDER, FIGHTING BEAST, PACK, RAT OGORS


6"
4
-
10
WARSCROLL

Rat Swarms

When the skaven go to war, their clawpacks often advance amidst a teeming tide of vermin. Immense swarms of rats seethe across the field of battle, engulfing those who fall and devouring any unfortunate enough to stand in their path.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gnawing Teeth
Gnawing Teeth1"55+5+-1
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 60
Battlefield Role: None
Base size: 50mm

Each model in a Rat Swarms unit is armed with Gnawing Teeth.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Fleshmeld Menagerie

Endless Tide of Rats: There are always more rats. And more. And more. And even more.
At the end of the battleshock phase, you can return 1 slain model to this unit.

KEYWORDS
CHAOS, SKAVEN, CLANS MOULDER, PACK, RAT SWARMS


6"
3
6+
4
WARSCROLL

Ratling Gun

When its handle is cranked, the Ratling Gun’s barrels whir up to speed with a scream. The weapon spits warp-laced bullets into the enemy, mowing down foe after foe - at least until it detonates with a sound like a bomb going off in a clockmaker’s workshop.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ratling Gun
Ratling Gun12"2D6+34+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rusty Knives
Rusty Knives1"24+4+-1
PITCHED BATTLE PROFILE

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

A Ratling Gun is a single model armed with a Ratling Gun and Rusty Knives.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Rattlegauge Warplock

More-more Warplead!: A Ratling Gun’s crew can release its gimbal-limiter, increasing the gun’s rate of fire at the risk of a catastrophic malfunction.
Before you determine the Attacks characteristic of a Ratling Gun, you can say that the crew are releasing its gimbal-limiter. If you do so, the Attacks characteristic for that attack is 4D6+3 instead of 2D6+3. However, if the roll includes any doubles, this unit is destroyed 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, RATLING GUN


7"
2
5+
5
WARSCROLL

Skittershank’s Clawpack

At the fore of Skittershank’s Clawpack is Snyp Padpaw, a grizzled Clan Stryk veteran. At his side, Kreep Kinwhisper uses a cage filled with screeching ratlings to track down prey. Meanwhile, Krowch’t backstabs his foes with his razor-sharp dagger, and Skulck picks off enemies from afar with his trusty sling.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Eshin Sling
Eshin Sling12"44+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sword and Fighting Claw
Sword and Fighting Claw1"33+3+-11
Bladed Tonfa and Dagger
Bladed Tonfa and Dagger1"23+3+-11
Trifang Triskele and Net
Trifang Triskele and Net3"24+4+-1
Stabbing Blade
Stabbing Blade1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 220
Battlefield Role: None
MODELBASE SIZE
Snyp Padpaw32mm
Kreep Kinwhisper, Krowch’t, Skulck25mm
Notes: Single, Unique. Slynk Skittershank and Skittershank’s Clawpack units must be taken as a set. Although taken as a set, each is a separate unit.

The models in Skittershank’s Clawpack are Snyp Padpaw, Kreep Kinwhisper, Krowch’t and Skulck. Snyp Padpaw is armed with a Sword and Fighting Claw. Kreep Kinwhisper is armed with a Trifang Triskele and Net. Krowch’t is armed with a Bladed Tonfa and Dagger. Skulck is armed with an Eshin Sling and Stabbing Blade.

Eshin Toxins: Eshin weapons are coated in deadly poisons.
If the unmodified hit roll for an attack made by this unit is 6, the target suffers D3 mortal wounds and the attack sequence ends (do not make a wound roll or save roll).

Kinwhisper’s Ratlings: Kreep Kinwhisper’s ratling pets help the Clawpack sneak within striking distance of a foe without the alarm being raised.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is infiltrating the foe as a reserve unit. If you do so, when you would set up a friendly SLYNK SKITTERSHANK during deployment, you can say that it will join this unit infiltrating the foe as a reserve unit.

At the end of your first movement phase, you must set up this unit on the battlefield, wholly within 6" of a terrain feature and more than 6" from all enemy units. Then, if SLYNK SKITTERSHANK joined this unit in reserve, set up that unit within 1" of this unit and more than 6" from all enemy units.

Running Death: Eshin warriors are trained in a unique fighting style that allows them to attack with incredible speed and dexterity.
This unit can run and still shoot later in the turn.

KEYWORDS
CHAOS, SKAVEN, CLANS ESHIN, SKITTERSHANK’S CLAWPACK


6"
1
6+
4
WARSCROLL

Skryre Acolytes

The Acolytes of the Clans Skryre go to war amidst the tinny wheeze of metal bellows and the perilous clink of poisoned wind globes rattling together. They hurl volleys of these lethal spheres, which shatter in the foe’s midst and choke them horribly to death.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Poisoned Wind Globe
Poisoned Wind Globe9"13+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rusty Knife
Rusty Knife1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 70
Battlefield Role: None
Base size: 32mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS SKRYRE HERO you include in your army.

Each model in a Skryre Acolytes unit is armed with a Poisoned Wind Globe and Rusty Knife.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Gascloud Chokelung

Quick-quick Volley!: Skryre Acolytes look for opportunities to run forwards and lob their deadly missiles.
This unit can run and still shoot later in the turn.

Gas Clouds: Poisoned wind globes are glass or crystal orbs filled with deadly warpstone gas that can engulf an enemy regiment.
Add 1 to wound rolls for attacks made with a Poisoned Wind Globe if the target unit has 10 or more models.

KEYWORDS
CHAOS, SKAVEN, CLANS SKRYRE, SKRYRE ACOLYTES


6"
1
6+
4
WARSCROLL

Spiteclaw’s Swarm

Skritch Spiteclaw entrusts the command and discipline of his verminous ranks to the sadistic taskmaster Krrk the Almost-trusted. Though for now he is content to spend skaven lives at his master’s command, the foul-spirited Krrk has his own ambitious schemes for power.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stabbing Blades
Stabbing Blades1"24+4+-1
Rusty Flail
Rusty Flail1"14+4+-1
Rusty Spear
Rusty Spear2"23+4+-11
Punch Daggers
Punch Daggers1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 150
Battlefield Role: None
Base size: 25mm
Notes: Single, Unique. Skritch Spiteclaw and Spiteclaw’s Swarm units must be taken as a set. Although taken as a set, each is a separate unit.

The models in Spiteclaw’s Swarm are Krrk the Almost-trusted, a festering skaven, a hungering skaven and a lurking skaven. Krrk the Almost-trusted is armed with a Rusty Spear. The festering skaven is armed with Stabbing Blades. The hungering skaven is armed with a Rusty Flail. The lurking skaven is armed with Punch Daggers.

CHAMPION: Krrk the Almost-trusted is the unit champion. Do not take battleshock tests for this unit if it includes Krrk the Almost-trusted. In addition, if a friendly SKRITCH SPITECLAW is slain, add 2 to the Attacks characteristic of Krrk’s Rusty Spear for the rest of the battle.

Aversion to Death: Blessed with swift reactions, Spiteclaw's Swarm are quick to scamper out of the path of enemy attacks.
After the first wound or mortal wound is allocated to this unit in any phase, this unit has a ward of 5+ until the end of that phase.

KEYWORDS
CHAOS, SKAVEN, CLANS VERMINUS, SPITECLAW’S SWARM


6"
6
4+
6
WARSCROLL

Stormfiends

Stormfiends are monstrous fusions of vat-bred Rat Ogors and Skryre contraptions. They are the lumbering shock-troops of the Clans Skryre and can sweep away entire enemy units in a heartbeat with their vicious wonder-weapons.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ratling Cannons
Ratling Cannons12"3D63+3+-11
Windlaunchers
Windlaunchers24"34+3+-3D3
Warpfire Projectors
Warpfire Projectors8"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doomflayer Gauntlets
Doomflayer Gauntlets1"2D33+3+-2D3
Grinderfists
Grinderfists1"43+3+-22
Shock Gauntlets
Shock Gauntlets1"43+3+-12
Clubbing Blows
Clubbing Blows1"44+3+-2
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 310
Battlefield Role: None
Base size: 60mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS SKRYRE HERO you include in your army.

Up to one third of the models in a Stormfiends unit (rounding up) can be armed with 1 of the following weapon options: Warpfire Projectors and Clubbing Blows; or Windlaunchers and Clubbing Blows.

Up to one third of the models in a Stormfiends unit (rounding up) can be armed with 1 of the following weapon options: Grinderfists; or Ratling Cannons and Clubbing Blows.

Up to one third of the models in a Stormfiends unit (rounding up) can be armed with 1 of the following weapon options: Doomflayer Gauntlets and Warpstone-laced Armour; or Shock Gauntlets and Warpstone-laced Armour.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Gascloud Chokelung
 • Gautfyre Skorch
 • Rattlegauge Warplock
 • Whyrlblade Threshik
 • Rattachak’s Doom-coven

ELITE: Models in this unit can issue commands to their own unit.

Doom flayer Gauntlets: Whirling gyroscopic gears make doomflayer gauntlets especially deadly when the bearer charges at a foe.
Add 1 to the Attacks characteristic of Doomflayer Gauntlets if the attacking model made a charge move in the same turn.

Grinderfist Tunnellers: Grinderfists can be used to create underground tunnels.
If this unit includes any models armed with Grinderfists, instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up underground as a reserve unit. At the end of your movement phase, you can set up this unit on the battlefield, more than 9" from all enemy units.

Shock Gauntlets: Sometimes the electrical discharge created by a pair of shock gauntlets creates a series of linked explosions.
If the unmodified hit roll for an attack made with Shock Gauntlets is 6, that attack scores D6 hits on the target instead of 1. Make a wound roll and save roll for each hit.

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

Warpstone-laced Armour: Stormfiends armed with doomflayer gauntlets or shock gauntlets are protected by heavy plates of warpstone-laced armour.
A model wearing Warpstone-laced Armour has a Wounds characteristic of 7 instead of 6.

Windlaunchers: The gas clouds unleashed by a windlauncher engulf even the largest enemy formations in choking poisonous fumes.
The target of an attack made with Windlaunchers does not have to be visible to the attacking model.

In addition, add 1 to wound rolls for attacks made with Windlaunchers if the target unit has 10 or more models.

KEYWORDS
CHAOS, SKAVEN, CLANS MOULDER, CLANS SKRYRE, STORMFIENDS


6"
3
6+
4
WARSCROLL

Warp-Grinder

The Warp-Grinder uses an energised warp-prong to burn smoking black tunnels through solid rock and any enemy stupid enough to stand in its way. They are both weapons and a means to infiltrate the battlefield.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warp-Grinder
Warp-Grinder1"D63+3+-22
PITCHED BATTLE PROFILE

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

A Warp-Grinder is manned by skaven armed with a Warp-Grinder.

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

Tunnel Skulkers: A Warp-Grinder can be used to bore a subterranean tunnel, allowing the clawpack following it to get behind enemy lines.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up tunnelling as a reserve unit. If you do so, when you would set up another friendly SKAVEN unit that is not a MONSTER or a WAR MACHINE during deployment, you can say that it will join this unit tunnelling as a reserve unit. 1 unit can join this unit in this way.

At the end of your movement phase, you can set up this unit on the battlefield more than 9" from all enemy units. Then, if a friendly SKAVEN unit joined this unit in reserve, set up that unit on the battlefield, wholly within 13" of this unit and more than 9" from all enemy units.

KEYWORDS
CHAOS, SKAVEN, CLANS SKRYRE, WEAPON TEAM, WARP-GRINDER


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


6"
2
6+
5
WARSCROLL

Skabbik’s Plaguepack

Skabbik’s Plaguepack wetly skitter forth to bring pestilence, rot and death to the enemies of the Great Horned Rat. Should the Plague Priest’s noisome acolytes succeed in their task, the Mortal Realms themselves may be entirely reduced to a rancid, rotting mulch.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plague Censer
Plague Censer1"43+3+-12
Plaguepack Weapons
Plaguepack Weapons1"33+4+-1
Aura of Corruption
Aura of Corruption1"
See below
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 140
Battlefield Role: None
MODELBASE SIZE
Rabidus Skench28.5mm
4 x Skabbik’s Plaguepack25mm
Notes: Single, Unique. Skabbik Plagueseeker and Skabbik’s Plaguepack units must be taken as a set. Although taken as a set, each is a separate unit.

Each model in this unit is armed with Plaguepack Weapons.

RABIDIUS SKENCH: 1 model in this unit is Rabidius Skench. That model is armed with a Plague Censer instead of Plaguepack Weapons.

SKRITTER: 1 model in this unit is Skritter. That model is armed with an Aura of Corruption instead of Plaguepack Weapons.

Aura of Corruption: Skritter the plague rat carries with it a huge chunk of warpstone, which radiates enough corruption to melt flesh from bone.
Do not use the attack sequence for an attack made with an Aura of Corruption. Instead, roll a dice for each enemy unit that is within range. On a 4+, that unit suffers D3 mortal wounds.

Ruinous Supremacy: Every rancid step forwards taken by the Plaguepack spells doom for the Mortal Realms.
While this unit contests a befouled objective, enemy models cannot contest that objective (see Befoul-befoul! on the Skabbik Plagueseeker warscroll).

KEYWORDS
CHAOS, SKAVEN, CLANS PESTILENS, NURGLE, PLAGUE MONKS, SKABBIK’S PLAGUEPACK


8"
6
4+
6
WARSCROLL

Brood Horror*

Of all the skittering creatures that emerge from skaven gnawholes, few can tear apart an enemy army faster than a Brood Horror. Its layers of sagging flab and bulging muscles reknit constantly, allowing the rat-beast to fight on despite the most grievous wounds.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fangs and Claws
Fangs and Claws1"63+3+-12
Prehensile Tail
Prehensile Tail3"33+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: None
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Brood Horror is armed with Fangs and Claws and a Prehensile Tail.

ABILITIES

Regenerating Monstrosity: A monstrous masterpiece from the breeding pits of the Clans Moulder, the flesh of a Brood Horror can reknit almost as fast as it can be torn in battle.
In your hero phase, you can heal up to D3 wounds allocated to this model.

KEYWORDS
CHAOS, SKAVEN, SKAVENTIDE, CLANS MOULDER, FIGHTING BEAST, BROOD HORROR


6"
3
6+
4
WARSCROLL

Poisoned Wind Mortar*

MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Poisoned Wind Mortar
Poisoned Wind Mortar6-22"14+4+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rusty Knives
Rusty Knives1"25+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: None
Notes: Single

DESCRIPTION

A Poisoned Wind Mortar is armed with a Poisoned Wind Mortar and Rusty Knives.

ABILITIES

More-more Range: Before shooting with this unit’s Poisoned Wind Mortar, you can roll a dice. If you do so, on a 1, this unit suffers D3 mortal wounds and you cannot shoot with this unit in that phase. On a 2+, the Range characteristic for that attack is 12-30" instead of 6-22".

Gas Cloud: Add 1 to hit rolls for attacks made with a Poisoned Wind Mortar if the target unit has 10 or more models.

KEYWORDS
CHAOS, SKAVEN, SKAVENTIDE, CLANS SKRYRE, POISONED WIND MORTAR


8"
4
5+
5
WARSCROLL

Skin Wolves*

Creatures of pure nightmare, Skin Wolves are draped in the tattered remains of their human flesh. Their malice and fury are incomparable, and with long-clawed fingers they shred their victims to ribbons and feast upon the remains.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Teeth and Claws
Teeth and Claws1"43+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 170
Battlefield Role: None

DESCRIPTION

Each model in a skin Wolves unit is armed with Teeth and Claws.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

ABILITIES

Bounding Predators: These deadly creatures can move at frightening speed.
This unit can run and still charge later in the turn.

Terrifying Bloodlust: Skin Wolves have a natural predatory instinct to hunt. With the taint of Chaos running through their veins, this bloodlust is amplified beyond imagining.
If the unmodified hit roll for an attack made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

KEYWORDS
CHAOS, SKIN WOLVES


12"
2
5+
4
WARSCROLL

Wolf Rats*

Engineered by the insane masterminds of the Clans Moulder, Wolf Rats are grotesquely mutated attack beasts. Their chisel-like fangs are capable of piercing armour and crushing bone, and the taste of blood whips them into a vicious frenzy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chisel-like Fangs
Chisel-like Fangs1"23+3+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 110
Battlefield Role: None
Base size: 75 x 42mm

DESCRIPTION

Each model in a unit of Wolf Rats is armed with Chisel-like Fangs.

ABILITIES

Blood-crazed: The scent of fresh blood sends these normally craven beasts into madness, their bloodlust rendering them immune to fear.
Do not take battleshock tests for this unit while it is within 3" of an enemy unit.

Snapping Jaws: A Wolf Rat’s frenzy reaches its height when it crashes into the foe.
Add 1 to wound rolls for attacks made by this unit if it made a charge move in the same turn.

KEYWORDS
CHAOS, SKAVEN, SKAVENTIDE, CLANS MOULDER, PACK, WOLF RATS

Behemoth


4D6"
8
4+
7
WARSCROLL

Doomwheel

Amongst the most deranged inventions of the Clans Skryre, the Doomwheel is a rumbling war engine that crushes enemies to a bloody paste while spitting bolts of warp lightning into their midst.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warp Bolts
Warp Bolts13"D63+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grinding Wheel
Grinding Wheel1"D63+3+-11
Teeth and Knives
Teeth and Knives1"64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Behemoth
Base size: 105 x 70mm
Notes: Single

A Doomwheel is armed with Warp Bolts and a Grinding Wheel and manned by a skaven engineer armed with Teeth and Knives.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Whyrlblade Threshik

Rolling Doom: A Doomwheel will mercilessly crush anything in its path.
When this unit moves, it can pass across models with a Wounds characteristic of 3 or less in the same manner as a unit that can fly. In addition, after this unit has moved, roll a dice for each unit that has any models it passed across and for each other unit within 1" of this unit at the end of the move. On a 2+, that unit suffers D3 mortal wounds.

More-more Speed!: The engineer piloting a Doomwheel can goad the rats that propel it into making it move faster, but they risk the rodents turning and attacking their tormentor.
When you make a normal move with this unit, you can re-roll the roll that determines its Move characteristic. However, if any of those dice are an unmodified 1, your opponent makes that normal move with this unit instead of you.

More-more Warp Bolts!: A daring or foolhardy engineer pilot can overload their Doomwheel’s warp Iightning generator.
Before you determine the Attacks characteristic of Warp Bolts, you can say that the engineer is overcharging the warp lightning generator. If you do so, the Attacks characteristic for that attack is 2D6 instead of D6. However, if you roll a double, this unit suffers 2D6 mortal wounds after all of its attacks have been resolved.

KEYWORDS
CHAOS, SKAVEN, CLANS SKRYRE, WAR MACHINE, DOOMWHEEL


2D6"
14
5+
6
WARSCROLL

Hell Pit Abomination

Living nightmares, Hell Pit Abominations are misshapen monstrosities of immense size that squirm, lurch and drag their way into battle. Their grotesque assemblages of snapping jaws, lashing talons and crushing fists make short work of the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Avalanche of Flesh
Avalanche of Flesh3"
See below
Gnashing Teeth
Gnashing Teeth1"63+3+2
Flailing Fists
Flailing Fists1"3+3+-13
DAMAGE TABLE
Wounds SufferedGnashing TeethFlailing FistsAvalanche of Flesh
0-6-362+
7-8-353+
9-10-244+
11+-135+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

A Hell Pit Abomination is armed with Gnashing Teeth, Flailing Fists and an Avalanche of Flesh.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Fleshmeld Menagerie

Avalanche of Flesh: A Hell Pit Abomination can rear up to its fullest height before crashing back to the ground, crushing foes beneath its sickening bulk.
Do not use the attack sequence for an attack made with an Avalanche of Flesh. Instead, roll a number of dice equal to the number of models in the target unit that are within range. You can re-roll any of the dice if this unit made a charge move in the same turn. For each roll that is equal to or greater than the Avalanche of Flesh value shown on this unit’s damage table, the target suffers 1 mortal wound.

Regenerating Monstrosity: Hell Pit Abominations are notoriously difficult to slay and can even regrow severed limbs.
In your hero phase, you can heal up to D3 wounds allocated to this unit.

Warpstone Spikes: The warpstone spikes driven into the flesh of a Hell Pit Abomination make it highly resistant to magical spells.
Each time this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.

Too Horrible to Die: As it twitches in its last shuddering death throes, there is a chance that the Abomination’s unholy metabolism will restart one of its many foul hearts or, at the very least, that its carcass will disgorge the revolting tide of parasitic rats that had been gnawing upon its innards.
The first time this unit is destroyed, before removing it from the battlefield, roll a dice and look up the roll on the table below.

D6Result
1Dead: Remove this unit from play as normal.
2-4The Rats Emerge: All units within 3" of this unit suffer D3 mortal wounds. Then remove this unit from play.
5-6It’s Alive!: This unit is not destroyed. Instead, heal D6 wounds allocated to it, and any wounds or mortal wounds that remain to be allocated to it are negated and have no effect.

KEYWORDS
CHAOS, SKAVEN, CLANS MOULDER, FIGHTING BEAST, MONSTER, HELL PIT ABOMINATION


12
3+
6
WARSCROLL

Chaos Siege Gargant*

Chaos Siege Gargants are towering, iron-clad brutes. Equipped with immense hooked blades and massive weighted chains, these monstrosities can tear through fortifications and enemy armies with contemptuous ease.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Colossal Hook-blades
Colossal Hook-blades3"4+3+-12
Lashing Chains
Lashing Chains2"D63+5+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveColossal Hook-blades
0-57"7
6-76"6
8-95"5
10+4"4
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 215
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Chaos Siege Gargant is armed with Colossal Hook-blades and Lashing Chains.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

ABILITIES

Scaling Spikes and Chains: Resembling a living war machine, Siege Gargants are covered in various hooks, spikes and chains that make it easy for them to clamber over high walls and crush obstacles.
If you carry out a Smash To Rubble monstrous rampage with this model, the terrain feature is demolished on a 2+ instead of a 3+.

Timber!: Should a gargant fall, it will likely crush anything in its path.
If this model is slain, before removing it from play, the players must roll off. The winner must pick a point on the battlefield 4" from this model. Each unit within 3" of that point suffers D3 mortal wounds unless it is a GARGANT. This model is then removed from play.

KEYWORDS
CHAOS, GARGANT, MONSTER, SIEGE GARGANT


22
4+
6
WARSCROLL

Chaos War Mammoth*

A Chaos War Mammoth is an immense beast capable of crushing scores of lesser creatures to bloody paste beneath its trampling feet, and of goring foes with its huge tusks, each of which carries the force of a battering ram.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Marauder Javelins and Axes
Marauder Javelins and Axes10"85+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Goring Tusks
Goring Tusks3"1
See below
Trampling Feet
Trampling Feet1"4+3+-2D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveGoring TusksTrampling Feet
0-1012"510
11-1410"48
15-198"36
20+6"24
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 345
Battlefield Role: Behemoth
Base size: 280 x 210mm
Notes: Single

DESCRIPTION

A Chaos War Mammoth is armed with Goring Tusks and Trampling Feet.

CREW: This model has a Marauder crew, who are armed with Marauder Javelins and Axes.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED.

ABILITIES

Crushing Fall: To be caught under the falling bulk of a dying War Mammoth is to meet a horrible death.
If this model is slain, before removing it from play, the players must roll off. The winner must pick a point on the battlefield 4" from this model. Each unit within 4" of that point suffers D6 mortal wounds. This model is then removed from play.

Goring Tusks: The enormous tusks of the Chaos War Mammoth can impale the largest of monsters, leaving them with grievous wounds.
Do not use the attack sequence for an attack made with Goring Tusks. Instead, roll a number of dice equal to the Goring Tusks value shown on the damage table above. Add 1 to the roll if the target unit is a MONSTER. For each 3+, the target unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, MORTAL, MONSTER, MARK OF CHAOS, CHAOS WAR MAMMOTH


13
5+
7
WARSCROLL

Curs’d Ettin*

A Curs’d Ettin is a hideous monstrosity of fused kinsmen, two souls trapped within one malformed body. Lured to battle with promises of meat and death, the bickering siblings crush their foes with ponderous swings of their single, club-like arm.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crushing Fist
Crushing Fist2"13+-2D6
Stomp
Stomp1"4+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveCrushing FistStomp
0-610"2+5
7-88"3+4
9-107"3+3
11+6"4+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 215
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

The Curs’d Ettin is armed with a Crushing Fist and Stomps.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

ABILITIES

Cannibal Feast: Whatever the Curs’d Ettin crushes it feasts upon, its strange physiology enabling it to grow stronger with each kill.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

Gibbering Curse: The incessant argumentative gibbering that comes from the Curs’d Ettin’s two heads carries the power of Chaos, driving those who hear it insane.
At the start of your hero phase, roll 2D6 for each enemy unit within 3" of this model. If the roll is greater than that unit’s Bravery characteristic, that unit suffers D3 mortal wounds.

Two-headed Horror: The Curs’d Ettin’s two heads eternally bicker with each other, but there is one thing they always agree upon – the need for fresh meat!
At the start of the combat phase, you can pick 1 enemy model that has a Wounds characteristic of 2 or less and that is within 3" of this model, and roll a dice. On a 6, that model is slain.

KEYWORDS
CHAOS, MORTAL, MONSTER, CURS’D ETTIN


11
5+
10
WARSCROLL

Gigantic Chaos Spawn*

Some monstrous creatures of the Mortal Realms have been twisted beyond all recognition by the energies of Chaos, becoming hulking abominations that exist only to satiate their uncontrollable urge for carnage and slaughter.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freakish Mutations
Freakish Mutations2"2D63+3+-1
Slavering Maws
Slavering Maws1"D64+3+D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSlavering Maws
0-43D6"-2
5-62D6"-2
7-82D6"-1
9+D6"-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 195
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Gigantic Chaos Spawn is armed with Freakish Mutations and Slavering Maws.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED.

ABILITIES

Plaything of the Dark Gods: Gifts bestowed by the Dark Gods can bless the receiver with a bounty of strength and stamina – or they can be the complete opposite, causing excruciating pain and anguish.
At the start of your hero phase, roll a dice. On a 1, this model suffers D3 mortal wounds. On a 2+, you can heal up to D3 wounds allocated to this model. If you roll a 2+ and no wounds are allocated to this model, add D3 to its Wounds characteristic for the rest of the battle instead of healing D3 wounds.

KEYWORDS
CHAOS, MONSTER, MARK OF CHAOS, GIGANTIC CHAOS SPAWN


12
4+
6
WARSCROLL

Warpfire Dragon*

Twisted and malignant, these dragons are ruinous creatures that spit gouts of mutating warpfire. Should one of these spite-filled beasts be slain, its body will erupt in a nova of anarchic energy, reducing its foes to mounds of malformed flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpfire
Warpfire12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Snapping Jaws
Snapping Jaws2"D33+-1D6
Twisted Claws
Twisted Claws1"3+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSnapping JawsTwisted Claws
0-512"3+5
6-710"3+4
8-98"4+3
10+6"4+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Warpfire Dragon is armed with Warpfire, Snapping Jaws and Twisted Claws.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the CHAOS keyword.

FLY: This model can fly.

ABILITIES

Deadly Demise: Even in their last moments, these creatures are deadly, and those arrogant enough to believe they have won victory are soon bloodily corrected.
If this model is slain, before it is removed from play, roll a dice for each unit within 3" of this model. On a 4+, that unit suffers D3 mortal wounds. This model is then removed from play.

Warpfire: These scintillating flames cause flesh and bone to undergo rapid and grotesque mutations, reshaping those touched into utterly grotesque configurations of their former selves.
Do not use the attack sequence for an attack made with this model’s Warpfire. Instead roll a dice. On a 1, nothing happens. On a 2-5, the target unit suffers D3 mortal wounds. On a 6, the target unit suffers D6 mortal wounds.

KEYWORDS
CHAOS, DRAGON, MONSTER, WARPFIRE DRAGON

Artillery


3"
6
5+
4
WARSCROLL

Plagueclaw

Rotten wood creaks as the throwing arm of the Plagueclaw is cranked slowly back. Foul plague-slop is loaded into the weapon’s claw before being launched in a high arc to rain infectious filth down upon the enemy lines.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plagueclaw Catapult
Plagueclaw Catapult6"-30"13+2+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rusty Knives
Rusty Knives1"D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Artillery
Base size: 120 x 92mm
Notes: Single

A Plagueclaw is manned by skaven armed with a Plagueclaw Catapult and Rusty Knives.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Foulrain Congregation

Barrage of Disease: A Plagueclaw hurls great globs of diseased filth at its targets.
The target of an attack made with a Plagueclaw Catapult does not have to be visible to the attacking model. In addition, if the target unit has 10 or more models, add 1 to hit rolls for attacks made with a Plagueclaw Catapult and increase the Damage characteristic to 2D6.

Hideous Death: Those splashed by this weapon’s semi-congealed liquid ammunition die horribly, their skin sloughing off in clumps and their bodies erupting in glistening sores.
Add 2 to battleshock rolls for units targeted by any friendly units with this ability during that turn.

KEYWORDS
CHAOS, SKAVEN, CLANS PESTILENS, NURGLE, WAR MACHINE, PLAGUECLAW


3"
8
4+
4
WARSCROLL

Warp Lightning Cannon

The Warp Lightning Cannon channels energy from a huge chunk of refined warpstone in order to send roiling blasts of green-and-black lightning hurtling across the battlefield.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warp Lightning Blast
Warp Lightning Blast24"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Teeth and Knives
Teeth and Knives1"D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Artillery
Base size: 120 x 92mm
Notes: Single

A Warp Lightning Cannon is armed with a Warp Lightning Blast and manned by a skaven crew armed with Teeth and Knives.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Arkhspark Voltik
 • Rattachak’s Doom-coven

Warp Lightning Blast: A Warp Lightning Cannon fires bolts of pure warp lightning that disintegrate any who are caught by them.
Do not use the attack sequence for an attack made with a Warp Lightning Blast. Instead, roll a dice to determine the power of that attack. Then roll 6 more dice. For each roll that is equal to or greater than the power of that attack the target suffers 1 mortal wound.

More-more Warp Lightning!: A Warlock Engineer can increase the power output of a Warp Lightning Cannon at the risk of harming the weapon and its crew.
Before you roll the dice to determine the power of an attack made with a Warp Lightning Blast, if there is a friendly WARLOCK ENGINEER within 3" of this unit, you can say that the engineer will increase the weapon’s power output. If you do so, roll 12 more dice instead of 6 more dice for that attack. However, for each unmodified roll of 1 on those 12 dice, this unit suffers D3 mortal wounds after the attack has been resolved. The same unit cannot benefit from this ability more than once per phase.

KEYWORDS
CHAOS, SKAVEN, CLANS SKRYRE, WAR MACHINE, WARP LIGHTNING CANNON


6"
2
5+
4
WARSCROLL

Warplock Jezzails

Long-barrelled rifles that fire glowing warp-bullets from behind bulky pavises, Warplock Jezzails are so sizeable that they require two trained skaven to operate them and can blast an armoured cavalryman from their saddle at thirteen hundred paces.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warplock Jezzail
Warplock Jezzail30"13+3+-22
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rusty Knives
Rusty Knives1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 110
Battlefield Role: Artillery
Base size: 60 x 35mm
Notes: Single

Each model in a Warplock Jezzails unit is armed with a Warplock Jezzail and Rusty Knives.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Rattlegauge Warplock

Warpstone Snipers: The Warplock Jezzail fires a bullet made of highly toxic warpstone.
If the unmodified hit roll for an attack made with a Warplock Jezzail is 6, the target suffers 2 mortal wounds and the attack sequence ends (do not make a wound roll or save roll).

Pavisc: The pavise carried by a Warplock Jezzail team shields them from harm and can be used to steady their long-barrelled weapon.
You can add 1 to hit rolls for attacks made with Warplock Jezzails if this unit remains stationary in the same turn. In addition, add 1 to save rolls for attacks made with missile weapons that target this unit.

KEYWORDS
CHAOS, SKAVEN, CLANS SKRYRE, WARPLOCK JEZZAILS

Faction Terrain Feature


FACTION TERRAIN WARSCROLL

Gnawhole

Gnawholes split the skin of reality, tearing open like lesions and allowing frenzied skaven swarms to spill forth. Manifesting as whirling green portals, gaping black holes, fume-wreathed chasms and countless other malignant phenomena, these tunnels through reality seep with the ruinous energies of the Horned Rat.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Skaven armies can include this faction terrain feature. For each faction terrain feature a Skaven army can include, it can include up to 3 Gnawhole faction terrain features instead.

SET-UP: After territories are determined, you can set up this faction terrain feature more than 3" from all objectives and other terrain features, more than 18" from all other Gnawholes in your army, and wholly within 8" of the battlefield edge. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.

IMPASSABLE: You cannot move a model over this terrain feature unless it can fly, and you cannot move a model onto this terrain feature or set up a model on this terrain feature (even if it can fly).

Tunnels Through Reality: The skaven can move through gnawholes to invade any corner of the Mortal Realms.
Once per turn, at the end of your movement phase, you can pick 1 friendly SKAVEN unit wholly within 6" of this terrain feature and remove it from the battlefield. Set up that unit again wholly within 6" of a different Gnawhole in your army that does not have any enemy units within 3" of it, and more than 9" from all enemy units.

Designer’s Note: You can use this ability once per turn with each Gnawhole faction terrain feature in your army that is on the battlefield.

Aura of the Horned Rat: Gnawholes emit unholy radiation that empowers skaven spellcasters and priests.
Add 1 to chanting rolls for friendly SKAVEN PRIESTS within 3" of this terrain feature, and add 1 to casting, dispelling and unbinding rolls for friendly SKAVEN WIZARDS within 3" of this terrain feature.

Endless Spell


Endless Spell WARSCROLL

Bell of Doom

Swirling vapours boil from the yawning maw of the spell’s caster, billowing into an unnatural cloud. Lightning flashes amidst the gloomy mass, silhouetting a huge bell that swings in mid-air, tolling out the doom of those who dare resist the skaventide.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 30
Battlefield Role: Endless Spell
Base size: 40mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 13". If successfully cast, set up the endless spell wholly within range and visible to the caster, more than 1" from all models, other endless spells and invocations.

Only SKAVEN WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 2D6" and can fly.

Apocalyptic Doom: With a deafening explosion, the Bell of Doom splits asunder.
After this endless spell has moved, roll 3D6. On a 13, each unit within 13" of this endless spell suffers D3 mortal wounds, and then this endless spell is removed from play.

Boldness or Despair: The dreadful ringing of the Bell of Doom fills the minds of the skavens foes with a deep despair while emboldening the normally cowardly ratmen.
Do not take battleshock tests for SKAVEN units wholly within 13" of this endless spell. Subtract 1 from the Bravery characteristic of other units within 13" of this endless spell.


Endless Spell WARSCROLL

Vermintide

An endless tide of unholy vermin pours through the cracks in reality, their eyes aglow and their fangs unnaturally sharp. This conjured swarm can strip even an armoured warrior to the bone in moments.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 30
Battlefield Role: Endless Spell
Base size: 120 x 92mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 18". If successfully cast, set up the endless spell wholly within range and visible to the caster, more than 1" from all models, other endless spells and invocations. Only SKAVEN WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 7".

Ravening Horde: A Vermintide rips and tears indiscriminately at anything in its path.
After this endless spell has moved, the commanding player can pick 1 unit within 3" of it and roll 13 dice. For each 6, that unit suffers 1 mortal wound.

In addition, roll 13 dice for each unit that finishes a normal move, run, retreat or charge move within 3" of this endless spell. For each 6, that unit suffers 1 mortal wound.


Endless Spell WARSCROLL

Warp Lightning Vortex

A hurled clawful of warpstone shards swell rapidly in size until they become hovering prisms that crackle furiously with warp lightning. Green-black bolts flash back and forth, forming a lethal cage of energy that blasts apart any who dare too close.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Endless Spell
Base size: 40mm

PARTS: This endless spell has 3 parts.

SUMMONING: This endless spell is summoned with a spell that has a casting value of 8 and a range of 13". If successfully cast, set up 1 part of the endless spell wholly within range of the caster, then set up the second and third parts exactly 7" from the first part and exactly 7" from each other (the parts will form a triangle with each part exactly 7" from the other two parts). All of the parts must be set up more than 1" from all models, other endless spells and invocations.

Only SKAVEN WIZARDS can attempt to summon this endless spell.

Warp Lightning Bolts: Coruscating bolts of warp lightning leap outwards from the Warp Lightning Vortex, obliterating those nearby.
After this endless spell is set up and at the end of each movement phase, roll a dice for each unit within 6" of this endless spell. Add 1 to the roll if that unit is within 6" of 2 parts of this endless spell. Add 2 to the roll instead if that unit is within 6" of all 3 parts of this endless spell. On a 4+, that unit suffers D3 mortal wounds. On an unmodified roll of 6, that unit suffers D6 mortal wounds instead of D3.

Warp Vortex: The sheer destructive anarchy that surrounds a Warp Lightning Vortex slows the progress of warriors caught in its midst.
Units within 3" of this endless spell cannot run.

Warscroll Battalion


Warscroll Battalion

Congregation of Filth

ORGANISATION
 • 0-1 Verminlord Corruptors
 • 1 Plague Priest on Plague Furnace
 • 2+ Plague Monks units
Corrupted Earth: As the Virulent Procession advances, the very ground around it is curdled by a wave of pure corruption, transforming inanimate objects into vectors for various appalling diseases.
At the start of your hero phase, you can pick 1 terrain feature on the battlefield and roll a dice for each enemy unit within 3" of that terrain feature. On a 4+, that unit suffers D3 mortal wounds.


Warscroll Battalion

Foulrain Congregation

ORGANISATION
 • 0-1 Verminlord Corruptors
 • 1 Plague Priest
 • 3 Plagueclaw units
Corrupted Earth: As the Virulent Procession advances, the very ground around it is curdled by a wave of pure corruption, transforming inanimate objects into vectors for various appalling diseases.
At the start of your hero phase, you can pick 1 terrain feature on the battlefield and roll a dice for each enemy unit within 3" of that terrain feature. On a 4+, that unit suffers D3 mortal wounds.


Warscroll Battalion

Plaguesmog Congregation

Corrupted Earth: As the Virulent Procession advances, the very ground around it is curdled by a wave of pure corruption, transforming inanimate objects into vectors for various appalling diseases.
At the start of your hero phase, you can pick 1 terrain feature on the battlefield and roll a dice for each enemy unit within 3" of that terrain feature. On a 4+, that unit suffers D3 mortal wounds.


Warscroll Battalion

Arkhspark Voltik

ORGANISATION
 • 0-1 Arch-Warlocks
 • 1 Warlock Engineer or Warlock Bombardier
 • 1-3 Warp Lightning Cannon units
Overseers of the Enginecovens: The warlocks of a Warpcog Convocation command their enginecovens with a blend of deadly efficiency and overt sadism.
Once per turn, in your shooting phase, you can pick 1 friendly unit in this battalion wholly within 13" of a WARLOCK ENGINEER, WARLOCK BOMBARDIER or ARCH-WARLOCK in the same battalion. If you do so, until the end of that phase, if the unmodified hit roll for an attack made with a missile weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.


Warscroll Battalion

Gautfyre Skorch

ORGANISATION
 • 0-1 Arch-Warlocks
 • 1 Warlock Engineer or Warlock Bombardier
 • 1-4 Stormfiends units
 • 1-5 Warpfire Thrower units
 • 1-5 Warp-Grinder units
Overseers of the Enginecovens: The warlocks of a Warpcog Convocation command their enginecovens with a blend of deadly efficiency and overt sadism.
Once per turn, in your shooting phase, you can pick 1 friendly unit in this battalion wholly within 13" of a WARLOCK ENGINEER, WARLOCK BOMBARDIER or ARCH-WARLOCK in the same battalion. If you do so, until the end of that phase, if the unmodified hit roll for an attack made with a missile weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.


Warscroll Battalion

Gascloud Chokelung

ORGANISATION
 • 0-1 Arch-Warlocks
 • 1 Warlock Engineer or Warlock Bombardier
 • 1-3 Stormfiends units
 • 2-5 Skryre Acolytes units
Overseers of the Enginecovens: The warlocks of a Warpcog Convocation command their enginecovens with a blend of deadly efficiency and overt sadism.
Once per turn, in your shooting phase, you can pick 1 friendly unit in this battalion wholly within 13" of a WARLOCK ENGINEER, WARLOCK BOMBARDIER or ARCH-WARLOCK in the same battalion. If you do so, until the end of that phase, if the unmodified hit roll for an attack made with a missile weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.


Warscroll Battalion

Rattlegauge Warplock

ORGANISATION
 • 0-1 Arch-Warlocks
 • 1 Warlock Engineer or Warlock Bombardier
 • 1-3 Stormfiends units
 • 1-3 Warplock Jezzails units
 • 1-5 Ratling Gun units
Overseers of the Enginecovens: The warlocks of a Warpcog Convocation command their enginecovens with a blend of deadly efficiency and overt sadism.
Once per turn, in your shooting phase, you can pick 1 friendly unit in this battalion wholly within 13" of a WARLOCK ENGINEER, WARLOCK BOMBARDIER or ARCH-WARLOCK in the same battalion. If you do so, until the end of that phase, if the unmodified hit roll for an attack made with a missile weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.


Warscroll Battalion

Whyrlblade Threshik

ORGANISATION
 • 0-1 Arch-Warlocks
 • 1 Warlock Engineer or Warlock Bombardier
 • 1-3 Stormfiends units
 • 1-3 Doomwheel units
 • 1-5 Doom-Flayer units
Overseers of the Enginecovens: The warlocks of a Warpcog Convocation command their enginecovens with a blend of deadly efficiency and overt sadism.
Once per turn, in your shooting phase, you can pick 1 friendly unit in this battalion wholly within 13" of a WARLOCK ENGINEER, WARLOCK BOMBARDIER or ARCH-WARLOCK in the same battalion. If you do so, until the end of that phase, if the unmodified hit roll for an attack made with a missile weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.


Warscroll Battalion

Claw-horde

Personally selected by a Clawlord to serve as their enforcers and living shields, the ratmen of the Claw-hordes fight with particular ferocity. They know that victory in battle brings rewards and riches - and perhaps even a chance to supplant their master. Failure, on the other hand, ensures only death.
ORGANISATION
 • 1 Clawlord
 • 1-3 Stormvermin units
 • 2-9 Clanrats units
Claw-picked: The Stormvermin and Clanrats in a Verminus Claw-horde are carefully selected by its Clawlord for their aggression.
You can use this command ability after an enemy unit finishes a charge move. The command can only be issued by the CLAWLORD in this battalion, and the unit that receives the command must be another unit in the same battalion within 12" of that enemy unit and more than 3" from all other enemy units. That unit can attempt a charge in that phase.


Warscroll Battalion

Fleshmeld Menagerie

The horrific war-swarms of the Clans Moulder are known as Fleshmeld Menageries. Corralled by hard-bitten Packmasters, they take the form of wave upon wave of twisted abominations, verminous terrors both large and small that scramble over one another in their desperation to devour the enemy.
ORGANISATION
 • 1 Master Moulder
 • 0-3 Hell Pit Abomination units
 • 1-3 Packmasters units
 • 1-4 Rat Swarms or Giant Rats units in any combination
 • 1-4 Rat Ogors units
More-more-more Beasts!: The Master Moulder who commands a Fleshmeld Menagerie has created an almost endless horde of beasts.
If the MASTER MOULDER in this battalion issues the Unleash More-more Beasts! command ability when a unit in the same battalion has been destroyed, a new replacement unit is added to your army on a 2+ instead of a 3+.


Warscroll Battalion

Slinktalon

A Slinktalon is an assassination force of Eshin operatives led by a devious Deathmaster, which closes like a noose of shadow around its victims. Only when they are perfectly poised do the skaven strike as one, unleashing a whirlwind of throwing stars and envenomed blades.
ORGANISATION
 • 1 Deathmaster
 • 1-4 Gutter Runners units
 • 2-8 Night Runners units
Murder-slay, Now-now!: At the Deathmaster's command, the Slinktalon executes its carefully conceived assassination plan.
If the DEATHMASTER in this battalion is hiding in a unit in the same battalion, until the end of the combat phase in which it is set up on the battlefield, add 1 to hit rolls for attacks made by friendly CLANS ESHIN units in the same battalion wholly within 13" of that DEATHMASTER.


Warscroll Battalion

Rattachak’s Doom-coven

The Warlock Bombardier Rattachak is known for his obsession with fire, up to and sometimes including being on fire himself. He uses incendiary doomrockets that can set alight everything around them upon detonation, and he ensures that the Stormfiends that escort him to battle are amped up in order to cause the absolute maximum destruction with each volley.
ORGANISATION
 • 1 Warlock Bombardier (Rattachak)
 • 1 Warp Lightning Cannon
 • 1 Stormfiends unit
The Warlock Bombardier in this battalion is a Unique named character.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 130
Battlefield Role: Warscroll Battalion
Notes: Unique

ABILITIES

Rattachak’s More-more-more Doomrocket: Rattachak has spent countless hours and suffered no small amount of personal injury refining the doomrockets he uses in battle and improving the explosive output of the shock gauntlets used by his Stormfiend bodyguards.
You can re-roll hit rolls for attacks made with Rattachak’s Doomrocket and add 1 to that weapon’s Damage characteristic. In addition, add 1 to the Damage characteristic of Shock Gauntlets used by the STORMFIENDS unit in this battalion while it is wholly within 12" of Rattachak.

Regiment of Renown


Regiment of Renown

Hargax’s Pit-beasts

Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Even when overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his throne, Hargax – now older and wiser – seeks a means of evening the odds. He roams the lands searching for monsters to break into submission.
ORGANISATION
 • 1 Ogroid Myrmidon (Leader)
 • 1 Fomoroid Crusher
 • 1 Mindstealer Sphiranx
If your army has a CHAOS general but is not a Slaves to Darkness army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 260
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Hargax’s Pit-beasts. Although taken as a set, each is a separate unit.

ABILITIES

Bestial Domination: Their will crushed through brutal violence, Hargax’s pit-beasts obey his every bellowed demand.
Once per phase, the OGROID MYRMIDON in this regiment of renown can issue the All-out Attack or All-out Defence command to the FOMOROID CRUSHER or MINDSTEALER SPHIRANX in this regiment of renown without a command point being spent.

The Worthiest Stock: Only the most fearsome creatures are worthy of the gladiatorial menagerie Hargax seeks to corral, and so he constantly looks for opportunities to test them against rival beasts on the battlefield.
At the end of the charge phase, you can pick either the FOMOROID CRUSHER or the MINDSTEALER SPHIRANX in this regiment of renown and 1 enemy MONSTER within 3" of it. If you do so, roll a dice. On a 3+, the strike-last effect applies to both units you picked in the following combat phase.


Regiment of Renown

The Coven of Thryx

None can say where Magister Thryx first learned to take the essence of destroyed daemons and use it to power living spells. He weaves an unpredictable path across the realms, forever seeking to elude Tzeentch’s gaze. He offers his expertise to any patron who will shelter him and facilitate his lunatic experiments.
ORGANISATION
 • 1 Magister (Leader)
 • 10 Pink Horrors of Tzeentch
 • - Burning Sigil of Tzeentch (Endless Spell)
 • - Tome of Eyes (Endless Spell)
 • - Daemonic Simulacrum (Endless Spell)
If your army has a CHAOS general but is not a Disciples of Tzeentch army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.

The HORRORS OF TZEENTCH unit in this regiment of renown cannot use its Split and Split Again ability.

Designer’s Note: The 3 endless spells in this regiment of renown count towards the total number of endless spells you can include in your army. However, you do not need to take additional WIZARDS in your army for them to be included.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 320
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as The Coven of Thryx. Although taken as a set, each is a separate unit.

ABILITIES

Skilled Summoner: Thryx is a master at manipulating arcane manifestations.
In the first battle round, after the players have received their starting command points but before the start of the first turn, the MAGISTER in this regiment of renown can automatically cast a spell they know that summons a Disciples of Tzeentch endless spell (do not make a casting roll). That spell cannot be unbound, and that endless spell cannot be dispelled in the first battle round. Set up the endless spell as described in its Summoning rules.

Sparks of Profane Potential: Thryx is adept at harnessing the mutagenic essence of slain daemons, using them to enhance his conjured sorcerous manifestations.
Once per turn, at the end of a phase in which a Horror model in this regiment of renown was slain while its unit was wholly within 12" of the MAGISTER in this regiment of renown, you can pick 1 endless spell on the battlefield that was summoned by that MAGISTER and remove that endless spell from play. If you do so, pick a different endless spell from the list below and set it up as described:
  • Burning Sigil of Tzeentch: Set up this endless spell wholly within 18" and visible to the MAGISTER in this regiment of renown, and more than 1" from all models, other endless spells and invocations. Then, roll a dice for each unit within 9" of this endless spell. On a 4+, that unit suffers D3 mortal wounds.
  • Tome of Eyes: Set up this endless spell within 1" of and visible to the MAGISTER in this regiment of renown, and more than 1" from all other models, other endless spells and invocations. Then, you can attempt to cast The Parchment Curse with the MAGISTER in this regiment of renown as if it were your hero phase.
  • Daemonic Simulacrum: Set up this endless spell wholly within 12" of, and visible to, the MAGISTER in this regiment of renown, and more than 1" from all models, other endless spells and invocations. Then, resolve the effect of the Snapping Jaws ability as if the endless spell had just moved.


Regiment of Renown

Phulgoth’s Shudderhood

ORGANISATION
 • 1 Harbinger of Decay
 • 1 Putrid Blightkings unit with 5 models
 • 1 Pusgoyle Blightlords unit with 2 models
If your army has a CHAOS general but is not a Maggotkin of Nurgle army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 590
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Phulgoth’s Shudderhood. Although taken as a set, each is a separate unit.

ABILITIES

Fog of Despair: The advance of Phulgoth’s entourage is shrouded by miasmas of concentrated misery.
Subtract 1 from hit rolls for attacks made with missile weapons that target a unit in this regiment of renown.

Disgustingly Resilient: Those favoured by Nurgle are inured to pain: their rotting bodies shrugging off all but the most traumatic damage.
Units in this regiment of renown have a ward of 5+. In addition, at the start of your hero phase, you can heal 1 wound allocated to each unit in this regiment of renown.


Regiment of Renown

Brand’s Oathbound

Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Even when overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his throne, Hargax – now older and wiser – seeks a means of evening the odds. He roams the lands searching for monsters to break into submission.
ORGANISATION
 • 1 Gunnar Brand
 • 1 The Oathsworn Kin
 • 1 Singri Brand
The following warscrolls are part of the Slaves to Darkness faction: Gunnar Brand; The Oathsworn Kin; and Singri Brand. If your army has a CHAOS general but is not a Slaves to Darkness army, you can include these warscrolls in your army as a special type of ally called the Brand’s Oathbound regiment of renown. If you do so, no other allied units can be included in your army. You can include this Regiment of Renown in your army as an ally even if its points value exceeds the amount allowed for allied units. The units in the Brand’s Oathbound regiment of renown are considered to be belong to their own core battalion that has the Unified battalion ability (core rules, 26.2.1).

If the Brand’s Oathbound regiment of renown is included in your army, the following ability applies:
ABILITIES

Favour of the Gods: Whether it pleases him or not, Gunnar Brand has attracted the notice of the Chaos Gods through his prowess in battle, and with each notable kill he claims, rewards are bestowed upon him and his tribe.
At the end of the combat phase, if any enemy HEROES were slain by an attack made by a friendly GUNNAR BRAND in that phase, he receives the favour of the gods. Each time he receives the favour of the gods, heal all wounds allocated to friendly BRAND’S OATHBOUND units wholly within 18" of him and add 1 to the Attacks characteristic of melee weapons used by friendly BRAND’S OATHBOUND units until the end of the battle.
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.
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.
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.
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).
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.

The VERMINLORD keyword is used in the following Skaven warscrolls:

Leader, Behemoth
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.

The MASTERCLAN keyword is used in the following Skaven warscrolls:

Leader, Behemoth
Leader

The WAR MACHINE keyword is used in the following Skaven warscrolls:

Leader, Behemoth
Behemoth
Artillery

The GREY SEER keyword is used in the following Skaven warscrolls:

Leader, Behemoth
Leader
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.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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 DAEMON keyword is used in the following Skaven warscrolls:

Leader, Behemoth

The VERMINLORD keyword is used in the following Skaven warscrolls:

Leader, Behemoth
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

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

Leader, Behemoth
Leader
None
Artillery

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

Leader, Behemoth
Leader
None
Artillery

The NURGLE keyword is used in the following Skaven warscrolls:

Leader, Behemoth
Leader
None
Behemoth
Artillery

The PRIEST keyword is used in the following Skaven warscrolls:

Leader, Behemoth
Leader

The PLAGUE PRIEST keyword is used in the following Skaven warscrolls:

Leader, Behemoth
Leader
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.

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

Leader, Behemoth
Leader
None

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

Leader, Behemoth
Leader
None

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

Leader, Behemoth
Leader
Battleline
None

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

Leader, Behemoth
Leader
Battleline
None

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

Leader, Behemoth
Leader
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.
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.

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

Leader
None
Behemoth
Artillery

The CLAWLORD keyword is used in the following Skaven warscrolls:

Leader

The DEATHMASTER keyword is used in the following Skaven warscrolls:

Leader

The CLANS MOULDER and PACK keywords are used in the following Skaven warscrolls:

None

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

Leader
None
Behemoth
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
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.

The SKAVENTIDE keyword is used in the following Skaven warscrolls:

Leader
None
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.

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

None

The PACK keyword is used in the following Skaven warscrolls:

None

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

Leader, Behemoth
Leader
8.1 Normal Move
When you pick a unit to make a normal move, 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. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.

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

Leader, Behemoth
Leader

The PLAGUE MONKS keyword is used in the following Skaven warscrolls:

None

The PLAGUE MONKS keyword is used in the following Skaven warscrolls:

None

The FIGHTING BEAST keyword is used in the following Skaven warscrolls:

None
Behemoth

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

Leader
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.

The MORTAL keyword is used in the following Skaven warscrolls:

Behemoth

The MARK OF CHAOS keyword is used in the following Skaven warscrolls:

Behemoth

The SKAVEN and PRIEST keywords are used in the following Skaven warscrolls:

Leader, Behemoth
Leader
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Army List

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